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		<id>https://wiki.wesnoth.org/index.php?title=How_to_play_vs_Nightmares&amp;diff=34517</id>
		<title>How to play vs Nightmares</title>
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		<summary type="html">&lt;p&gt;Krotop: /* Northerners */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General strategy against Nightmares ==&lt;br /&gt;
The faction of Nightmares of Meloen is chaotic (except &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; that are neutral). It is composed of quite fast units with many specials or abilities. For this reason, if you command a lawful faction you have to follow strictly the day/night cycle. They can hit quite hard at night but on the other hand they have several units with low resistance or low defense. So according to the recruitment you did, you should be able to counter with some result at your best time of the day.&lt;br /&gt;
&lt;br /&gt;
The Nightmares of Meloen don't have particularly efficient units to hold on villages. Taking into account the high price of some of their units (&amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt;), you can try to win with your economy, getting their villages earlier, holding your villages longer, by preventing them to have enough gold to buy expensive units. They have some cheap units too, but depending on which faction you play, these sometimes lack of efficiency to hurt you.&lt;br /&gt;
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&amp;lt;u&amp;gt;Unhatched:&amp;lt;/u&amp;gt; as this unit will charge to inflict maximum damage, you should screen your ranged specialists so it can't reach them. To do so you might rely on different units according to its trait as each trait give it some resistance bonus for some damage type. If you succeed to have the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; able to attack only on your melee fighters, it might decide to do so, but will most likely receive retaliation. Get ready to finish them on your turn if the time is right.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Black Cat:&amp;lt;/u&amp;gt; with its magical attack and the jinx special, the &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt; is one of the first unit you may want to kill if you are not Undead. It benefits of high defense but her pretty bad resistances help to kill her in a minimum of strikes when your best time of the day has come. After it has hit you, &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt; or &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; will most likely follow to inflict heavy damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Life Thief:&amp;lt;/u&amp;gt; arcane melee with drains, we all know from those pesky &amp;lt;i&amp;gt;Ghosts&amp;lt;/i&amp;gt; that units of this kind are not easy to handle. &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; will be seen in any matchup but against Loyalists. Fight them with ranged fire or arcane, slow them or run away from them as they are rather slow. As their defense and their physical resistances are lower than the &amp;lt;i&amp;gt;Ghost&amp;lt;/i&amp;gt;'s, countering them with any range unit is good enough to deal with its additional hitpoints. Even the usage of blade or pierce melee can be acceptable from high defense, if you fight under an advantageous time of day.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Scornful Watcher:&amp;lt;/u&amp;gt; his ranged attack turns arcane resistance into weakness. For this reason, he will be Loyalists worst enemy and will be seen in numbers against Knalgans or Northerners. Slow and weak, Nightmares will have to cover him with his tanks. Your ability to win will often be measured by your ability to clean your way to hit him.&lt;br /&gt;
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&amp;lt;u&amp;gt;Howling Darkness:&amp;lt;/u&amp;gt; as an expensive unit without melee attack, the &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; is an ideal target when you are countering, but as it is fast and skirmisher, go for hitting the unit when you have a good chance to kill or it will slip through your net. It will often be use to support &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; on offense to reduce your retaliation and can be a threat itself at night especially against the cold fearing Drakes.&lt;br /&gt;
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&amp;lt;u&amp;gt;Unstable Elemental:&amp;lt;/u&amp;gt; this versatile unit can be used as a scout mostly in its tornado form that you can find in plain, road and castle. It will most likely never fight in this form and will prefer to move to hill or forest when he is ready to fight. Up to you to accept or not the challenge as it will be much slower in those forms. The &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; most disturbing use is when it moves behind your lines and take a defending form (quake, bramble or eventually whirlpool), cutting your retreat. The slow ranged attack of the bramble form, obviously combines well with &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s charge at level 1 and berserk at level 2.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Creepers:&amp;lt;/u&amp;gt; if you are not playing a chaotic faction, this unit should not change much in your strategy. You should keep trying to catch units with more hitpoints at your best time of the day, so that you don't waste too much fire power to kill this cheap unit. If you are chaotic though, you may have to adapt in order to cope with those pests that can hit you when you are at your weakest. When attacking &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt; on melee, target the ones with few &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt; around so that you reduce the retaliation. When they form a chain, you can consider breaking it in two to double their upkeep.&lt;br /&gt;
&lt;br /&gt;
== Drakes ==&lt;br /&gt;
If both teams were randomly picked, they will most probably be badly prepared for this very offensive match, but so you may, as the saurians you'll have picked early won't be your best weapons. The &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;, Nightmares best asset at attack, and the &amp;lt;i&amp;gt;Drake Burner&amp;lt;/i&amp;gt;, your own nightmare killer, are both expensive recruits so each side would wait to know their opponent before recruiting them. So if the game is starting at dawn, it is very likely that the first night will be quite peaceful and you will have plenty of time to equip yourself in &amp;lt;i&amp;gt;Burners&amp;lt;/i&amp;gt; for the next day.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Burners&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; are the best enemies and two of one kind can kill one of the other every turn at their best time of the day. It shows how crucial the dusk will be for your Drakes, so be ready to retreat in time. As you are at least as fast as the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;, if Nightmares has fallen back too much at day, you will have a easy retreat. If he has stayed close to you to prepare counter, retreat using &amp;lt;i&amp;gt;Drake Fighters&amp;lt;/i&amp;gt; to cover your &amp;lt;i&amp;gt;Burners&amp;lt;/i&amp;gt; from the &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt;. That strategy might fail if Nightmares succeed at trapping you with &amp;lt;i&amp;gt;Howling Darknesses&amp;lt;/i&amp;gt;. That is the reason why, using your &amp;lt;i&amp;gt;Drake Fighters&amp;lt;/i&amp;gt; on them at day is the second objective you have to meet to keep the match going.&lt;br /&gt;
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Depending on the number of &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; turning to &amp;lt;i&amp;gt;Skirmisher&amp;lt;/i&amp;gt; might be a decent alternative. Beside dealing free damage to the &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; when they are the most impetuous, the &amp;lt;i&amp;gt;Skirmisher&amp;lt;/i&amp;gt; have additional benefits: dealing a lot of retaliation to not slippery &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;, getting high defense units that might requires Nightmares to get more &amp;lt;i&amp;gt;Black Cats&amp;lt;/i&amp;gt;. On top of that, as saurians resist well &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;'s arcane, they can force Nightmares to turn to &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; that are of not much use against your Drakes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Drake Burner:&amp;lt;/u&amp;gt; he is &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;'s fierest enemy. As you will definively see many of them around, getting as much &amp;lt;i&amp;gt;Burners&amp;lt;/i&amp;gt; as you can is a safe strategy. As only quick ones are truely faster than the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;, when they can't reach any, they can also have a shot at the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;. As both &amp;lt;i&amp;gt;Burner&amp;lt;/i&amp;gt;'s advancement are awesome against Nightmares, you should try to level one.&lt;br /&gt;
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&amp;lt;u&amp;gt;Drake Clasher:&amp;lt;/u&amp;gt; due to his slowness and his price, the &amp;lt;i&amp;gt;Clasher&amp;lt;/i&amp;gt; is not the best buy against Nightmares. You can however decide to get one if Nightmares haven't any &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; as it can retaliate the &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; charge with one of his two attacks depending on their trait. When &amp;lt;i&amp;gt;Howling Darknesses&amp;lt;/i&amp;gt; are around, their mobility and their cold attack will be devastating to the &amp;lt;i&amp;gt;Clasher&amp;lt;/i&amp;gt; with no chance of retaliation. You don't want them to have such easy kills.&lt;br /&gt;
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&amp;lt;u&amp;gt;Drake Fighter:&amp;lt;/u&amp;gt; the &amp;lt;i&amp;gt;Drake Fighter&amp;lt;/i&amp;gt; is necessary to cover &amp;lt;i&amp;gt;Burners&amp;lt;/i&amp;gt;' retreat at the end of the day as they will give maximum retaliation to &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s charge and they are relatively cheap. They should not however try to shield off the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt; as they won't be able to survive the whole night. When attacking, the &amp;lt;i&amp;gt;Drake Fighter&amp;lt;/i&amp;gt; should focus on the &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt;, the &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt; or the &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt;, but don't forget his fire range can cheaply harass the opponent's &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; if you have no better target.&lt;br /&gt;
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&amp;lt;u&amp;gt;Drake Glider:&amp;lt;/u&amp;gt; faster than the &amp;lt;i&amp;gt;Drake Fighter&amp;lt;/i&amp;gt; with better defence and an impact damage type that can scare away the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;, the &amp;lt;i&amp;gt;Drake Glider&amp;lt;/i&amp;gt; can be used for holding off the Nightmares when &amp;lt;i&amp;gt;Burners&amp;lt;/i&amp;gt; are retreating. During attack at day time, they will be useful mostly for trapping the Nightmares at dawn and prevent them from fleeing too easily. As they are not as efficient as the &amp;lt;i&amp;gt;Drake Fighter&amp;lt;/i&amp;gt; at dealing damage to the &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; the role they can play is still secondary and you should not recruit too many of them.&lt;br /&gt;
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&amp;lt;u&amp;gt;Saurian Augur:&amp;lt;/u&amp;gt; the &amp;lt;i&amp;gt;Augur&amp;lt;/i&amp;gt; with his low hitpoints and cold damage doesn't not play a big role in this matchup. He will have trouble getting away from the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; and Drakes won't have really time to protect him. Because the damages dealt are so heavy, his healing skill is minored in interest. His cold ranged attack should be used on &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; or anything else that he can kill. You may take your chance and feed him with kills as at level 2, the &amp;lt;i&amp;gt;Soothsayer&amp;lt;/i&amp;gt; will be able to cure &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt;'s jinx.&lt;br /&gt;
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&amp;lt;u&amp;gt;Saurian Skirmisher:&amp;lt;/u&amp;gt; Depending on the number of &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; the &amp;lt;i&amp;gt;Skirmisher&amp;lt;/i&amp;gt; might be a good choice for recruitment. Nearly as fast as them, doing free damage on melee, they beat them in price. However, due to Saurians' weakness on both cold and impact, keeping them alive might be a difficult task. Hence it is only possible if &amp;lt;i&amp;gt;Howling Darknesses&amp;lt;/i&amp;gt; are enough to guarantee a target before &amp;lt;i&amp;gt;Skirmisher&amp;lt;/i&amp;gt; dies.&lt;br /&gt;
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== Knalgan ==&lt;br /&gt;
When you get the Knalgan Alliance against Nightmares, you will be in control of the game. Just recruiting &amp;lt;i&amp;gt;Dwarvish Fighters&amp;lt;/i&amp;gt; or &amp;lt;i&amp;gt;Footpads&amp;lt;/i&amp;gt; will already be a test of your opponent's skill at playing Nightmares. He will have to combine the most efficient use of his units with some well thought gamble with &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; to get a game to play. Add some &amp;lt;i&amp;gt;Dwarvish Thunderers&amp;lt;/i&amp;gt; and a &amp;lt;i&amp;gt;Dwarvish Ulfserker&amp;lt;/i&amp;gt; even the most seasoned Nightmares' players will have a hard time. &lt;br /&gt;
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&amp;lt;u&amp;gt;Dwarvish Fighter:&amp;lt;/u&amp;gt; with their dual blade/impact damage type, the &amp;lt;i&amp;gt;Dwarvish Fighters&amp;lt;/i&amp;gt; are the purest anti-&amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; units in the game, so get enough of them to control the &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt;. When the time has come for you to attack, they will obviously be good at taking down anything around. Just make sure to keep them on good defense, when they have been cursed, they are still probably better sitting on their favorite terrain with a defense lowered to around 50% rather than running on worse terrain for cover. Hitting back the &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt; who just cursed them is often the best they can do.&lt;br /&gt;
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&amp;lt;u&amp;gt;Dwarvish Guardsman:&amp;lt;/u&amp;gt; slow, expensive and with low damage, you can't make enough use of his pierce attack to recruit any of them. As the &amp;lt;i&amp;gt;Dwarvish Fighter&amp;lt;/i&amp;gt; makes such a good job at countering the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;, you won't need the &amp;lt;i&amp;gt;Dwarvish Guardsman&amp;lt;/i&amp;gt;'s steadfast either.&lt;br /&gt;
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&amp;lt;u&amp;gt;Dwarvish Thunderer:&amp;lt;/u&amp;gt; his ranged attack, his good resistance and good hitpoints, the &amp;lt;i&amp;gt;Dwarvish Thunderer&amp;lt;/i&amp;gt; is a good recruit. He will be mainly useful to stay in control at night when the Nightmares are pushing. When staying on mountain, he can stand well against &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; and has a chance to to massive retaliation on &amp;lt;i&amp;gt;Black Cats&amp;lt;/i&amp;gt; or &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt;. His main offensive role will be to aim at &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt;, and if you meet many of these, the &amp;lt;i&amp;gt;Dwarvish Thunderer&amp;lt;/i&amp;gt; will become a necessity.&lt;br /&gt;
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&amp;lt;u&amp;gt;Dwarvish Ulfserker:&amp;lt;/u&amp;gt; with his guaranteed safe kill on the &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; and great chance to kill &amp;lt;i&amp;gt;Black Cats&amp;lt;/i&amp;gt; or &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt;, the &amp;lt;i&amp;gt;Ulfserker&amp;lt;/i&amp;gt; is an obvious good recruit to get. However, he can get drained to death by the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;. In some circumstances the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; can also kill him, so always make sure you can cover him properly before attacking. If there are some &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt; around, remember that a group of four or five (depending on traits) of them has a good chance to kill a full health &amp;lt;i&amp;gt;Ulfserker&amp;lt;/i&amp;gt;.&lt;br /&gt;
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&amp;lt;u&amp;gt;Footpad:&amp;lt;/u&amp;gt; with his double impact attacks he is a very convenient unit to have against Nightmares. The &amp;lt;i&amp;gt;Footpad&amp;lt;/i&amp;gt; can attack on range the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; for free hit (he has good chance of hitting once has &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s defense is below 50% nearly everywhere), while his excellent defense, good hitpoints and impact melee makes it difficult for the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; to handle him when pushing.&lt;br /&gt;
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&amp;lt;u&amp;gt;Gryphon Rider:&amp;lt;/u&amp;gt; while the &amp;lt;i&amp;gt;Gryphon Rider&amp;lt;/i&amp;gt; is an awesome offensive unit, it might have a hard time when fighting Nightmares. He can easily be trapped by the &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; or the &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt;, which could potentially hurt him a lot due to his impact weakness. Even if it does tremendous retaliation on &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s charge, if the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s trait give him a boost in blade resistance (lowering each hit's damage by 5 hitpoints), he will never think twice before charging him taking into account their difference in price (except at day time). Be prudent when using the &amp;lt;i&amp;gt;Gryphon Rider&amp;lt;/i&amp;gt;, while most of the time, he only needs two hits on a &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt; for the kill, putting to much hope on two hits on a 60+ defense unit, might be a gamble with &amp;lt;i&amp;gt;Gryphon Rider&amp;lt;/i&amp;gt;'s 24 gold.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Poacher:&amp;lt;/u&amp;gt; the &amp;lt;i&amp;gt;Poacher&amp;lt;/i&amp;gt; can give to your recruitment a different flavor. Best defense on forest, he can make use of this common terrain that Dwarves will avoid. He can supply some hit on the &amp;lt;i&amp;gt;Life thief&amp;lt;/i&amp;gt; and retaliation on &amp;lt;i&amp;gt;Black Cats&amp;lt;/i&amp;gt; or &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; for cheap price. When the &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; get more frequent, the &amp;lt;i&amp;gt;Footpad&amp;lt;/i&amp;gt; is a better recruit though, since the &amp;lt;i&amp;gt;Poacher&amp;lt;/i&amp;gt; is such a juicy target for them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Thief:&amp;lt;/u&amp;gt; the &amp;lt;i&amp;gt;Thief&amp;lt;/i&amp;gt; can be best used to counter Nightmares when they put themselves on bad defense without making much damage. If the &amp;lt;i&amp;gt;Thief&amp;lt;/i&amp;gt; can walk around and backstab anything, he will probably be able to make enough damage to make up for his gold. If one &amp;lt;i&amp;gt;Thief&amp;lt;/i&amp;gt; got a kill, you might try to feed him with XP to level him. As &amp;lt;i&amp;gt;Thieves&amp;lt;/i&amp;gt; have quite low hitpoints and bad resistance on nearly all Nightmares' damage, no need to get several of them as you can't reasonably hope you will get opportunity to backstab with several of them. Counting on a &amp;lt;i&amp;gt;Thief&amp;lt;/i&amp;gt; based strategy is quite risky though, because they are very quick to fall under the &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt;/&amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; combination.&lt;br /&gt;
&lt;br /&gt;
== Loyalists ==&lt;br /&gt;
When Loyalists' player realizes he faces Nightmares of Meloen, his attention should constantly be focused on the &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt;. The large range of Loyalists' melee units can be used to bring them down before night. As your opponent will try his best as zocing you out from getting at his &amp;lt;i&amp;gt;Watchers&amp;lt;/i&amp;gt;, recruiting a bit of any melee units is one important step to ruin his strategy.&lt;br /&gt;
&lt;br /&gt;
While the &amp;lt;i&amp;gt;Spearman&amp;lt;/i&amp;gt; gets the best damage per gold, he is quite easily controlled by the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;. Hence you should have some &amp;lt;i&amp;gt;Cavalrymen&amp;lt;/i&amp;gt; to attack from the distance, moreover his good impact resistance can make him a good blocker against the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
When attacking &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; with &amp;lt;i&amp;gt;Mages&amp;lt;/i&amp;gt; you should try to finish from fear that Nightmares sacrifice him on your &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt; hoping for a kill. For most others attack combo, the most important is to deal maximum damage. As the Nightmares don't really have an efficient village holder, they will have to give up villages reducing their ability to heal. The only exception is the &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt; as he is so deadly that you want to have him dead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Bowman:&amp;lt;/u&amp;gt; the &amp;lt;i&amp;gt;Bowman&amp;lt;/i&amp;gt; is less efficient at dealing damage to Nightmares than the &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt;. For this reason you should restrain yourself from getting them. However, if you lack gold or if you already have one, it can be quite useful poking safely the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt; and the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; or against the &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt; at retaliating. His additional hitpoints can be a life saver.&lt;br /&gt;
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&amp;lt;u&amp;gt;Cavalryman:&amp;lt;/u&amp;gt; this is a key unit for this matchup. His high resistance to impact damage helps containing the Nightmares push at night while his speed allows him to switch quickly to the attack mode on &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt;. The &amp;lt;i&amp;gt;Cavalryman&amp;lt;/i&amp;gt; can also successfully chase down a fleeing &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; and you can use his 3 strikes to ensure a hit on the &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt;. His blade damage is also doing well against the bramble form of the &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt;. So get some of them and try to level one.&lt;br /&gt;
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&amp;lt;u&amp;gt;Fencer:&amp;lt;/u&amp;gt; get them if wounded &amp;lt;i&amp;gt;Howling Darknesses&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; keep escaping your grip. They will only have small use in defense, as the combination of &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt;'s jinx attack and their own bad resistance are promises of short life when facing the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;. If you have no problem killing your quota of &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; you probably better keep the gold for a &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt;.&lt;br /&gt;
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&amp;lt;u&amp;gt;Heavy Infantry:&amp;lt;/u&amp;gt; do only recruit them when Nightmares abuse of &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt;. As soon as they appear, they will be the target of &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; to clear the way for the &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt;. As your &amp;lt;i&amp;gt;Heavy Infantry&amp;lt;/i&amp;gt;'s armor is no use against them, you should make sure they are in &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt;'s range only at the second night otherwise you will probably lose too much gold. Due to their slowness, they will only be useful in defense so the best time to get recruit them is usually at dusk or first night. On attack they should target anything but the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt; whenever possible.&lt;br /&gt;
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&amp;lt;u&amp;gt;Horseman:&amp;lt;/u&amp;gt; while the &amp;lt;i&amp;gt;Horseman&amp;lt;/i&amp;gt; powerful charge let's you hope of huge damage, its cost is a deterrent to having one in the early game. If the game gets longer and you succeed in cashing enough gold, you can then get one as he will do well at &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt; assassination with his impact resistance cutting down the retaliation, and will simply be deadly against the &amp;lt;i&amp;gt;Howling Darknesses&amp;lt;/i&amp;gt;.&lt;br /&gt;
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&amp;lt;u&amp;gt;Mage:&amp;lt;/u&amp;gt; the &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt; will be a powerful weapon against the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;. However, his low hitpoints require you to protect them at any time of the day. Hit the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; you have the best chance to kill, as even wounded his charge attack is danger for your &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt;'s life. Because he is so weak against the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;, don't feed him with kills. He will probably never live long enough to level.&lt;br /&gt;
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&amp;lt;u&amp;gt;Merman Fighter:&amp;lt;/u&amp;gt; when water is present in the map, getting a &amp;lt;i&amp;gt;Merman Fighter&amp;lt;/i&amp;gt; or two is a good idea. Since Nightmares don't have good movement on water, they can force the &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; to move to water to control them or they will be able to reach the &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt;. When facing a whirlpool form of the &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; do not fear to engage in combat as they have worst resistance than your &amp;lt;i&amp;gt;Merman Fighters&amp;lt;/i&amp;gt;.&lt;br /&gt;
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&amp;lt;u&amp;gt;Spearman:&amp;lt;/u&amp;gt; as always, the &amp;lt;i&amp;gt;Spearman&amp;lt;/i&amp;gt; will be the first recruit to turn to. He can both retaliate hard on the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s charges and do severe damage to the &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt;. His low price allows you to get enough to protect efficiently your &amp;lt;i&amp;gt;Mages&amp;lt;/i&amp;gt; from the threat of &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt;. Combining with &amp;lt;i&amp;gt;Cavalryman&amp;lt;/i&amp;gt; is a must though, as you want to diversify your damage type to leverage on the resistance bonus of the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s trait and get more speed to chase Nightmares down when the day comes.&lt;br /&gt;
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== Undead ==&lt;br /&gt;
Having to fight Nightmares is one to the toughest experience for Undead. Unlike what they are used to, Undead in this matchup will play by counter-attack as the ability of make the most damages is not on their side. While you will be relatively safe on the ranged front, the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s impact will break your &amp;lt;i&amp;gt;Skeletons&amp;lt;/i&amp;gt; in piece, the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;'s arcane will tear them apart while the cheap &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt;' banding is an additional threat to your &amp;lt;i&amp;gt;Dark Adepts&amp;lt;/i&amp;gt;. So you will have to turn on the survival mode as soon as possible, recruiting &amp;lt;i&amp;gt;Ghoul&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Ghost&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Walking Corpse&amp;lt;/i&amp;gt;, still some &amp;lt;i&amp;gt;Skeletons&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Dark Adept&amp;lt;/i&amp;gt; for the counter.&lt;br /&gt;
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Always keep a decent amount of &amp;lt;i&amp;gt;Dark Adepts&amp;lt;/i&amp;gt; on the board in order to keep Nightmares under pressure of a possible attack and the threat of a hard counter-strike. This way you will be ruling on the ranged as they will rule on the melee part. As you will unlikely face the threat of &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; in the beginning, you will have to deal with &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; first by recruiting &amp;lt;i&amp;gt;Walking Corpses&amp;lt;/i&amp;gt; to contain them and keeping your &amp;lt;i&amp;gt;Skeletons&amp;lt;/i&amp;gt; on high defense. While your &amp;lt;i&amp;gt;Walking Corpses&amp;lt;/i&amp;gt; begin taming the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;, Nightmares will send more &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt;. Try to make them attack your &amp;lt;i&amp;gt;Skeletons&amp;lt;/i&amp;gt; as if they get wounded, they will become an easy job for your &amp;lt;i&amp;gt;Dark Adepts&amp;lt;/i&amp;gt;. &lt;br /&gt;
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It is quite sure that at a certain moment, as your &amp;lt;i&amp;gt;Walking Corpses&amp;lt;/i&amp;gt; starts getting annoying, Nightmares will recruit &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt;. As level 0 units, they are quite a natural opposition for the &amp;lt;i&amp;gt;Walking Corpses&amp;lt;/i&amp;gt;, however they require some special techniques to deal with them. &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt; have a neutral alignment so you better fight them at night as two hits will be enough to kill them (they won't get plagued). Because the banding ability can make them inflict high damage you should always try to attack the most isolated ones, if you really need to kill one in the pack, better use the &amp;lt;i&amp;gt;Skeleton&amp;lt;/i&amp;gt; as he resists strongly their pierce.&lt;br /&gt;
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&amp;lt;u&amp;gt;Dark Adept:&amp;lt;/u&amp;gt; again, the &amp;lt;i&amp;gt;Dark Adept&amp;lt;/i&amp;gt; will be your best unit for attacking. The threat of the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s charge will be the major challenge, as three hits are enough to kill an adept at night. When they are in position to attack they should hit the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; first as they will do maximum damage against them. The second best choice being the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;. Try to pick your target so your &amp;lt;i&amp;gt;Dark Adept&amp;lt;/i&amp;gt; can take the shoot from good defense or make sure you can cover him immediately. You'll want to go for a kill each time you attempt to damage an &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;, because even a badly hurt one will safely charge your &amp;lt;i&amp;gt;Dark Adept&amp;lt;/i&amp;gt; for massive damage before dying.&lt;br /&gt;
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&amp;lt;u&amp;gt;Ghost:&amp;lt;/u&amp;gt; with drains on its arcane melee, the &amp;lt;i&amp;gt;Ghost&amp;lt;/i&amp;gt; can enjoy this matchup. It is simply unattackable by the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; without very heavy risk, and efficient enough to deal damages to the &amp;lt;i&amp;gt;aberrations&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt;and to a lesser extend to the &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt;. Its only problem will be when facing full health &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; or &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt;. As the &amp;lt;i&amp;gt;Ghost&amp;lt;/i&amp;gt; has worst resistance, less hitpoints and doesn't hit as hard, it should not engage in direct fight with them. Hopefully it can rely on its better movement points to make sure to keep far enough, as long as it doesn't get slowed by the bramble form of the &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt;.&lt;br /&gt;
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&amp;lt;u&amp;gt;Ghoul:&amp;lt;/u&amp;gt; don't underestimate the &amp;lt;i&amp;gt;Ghoul&amp;lt;/i&amp;gt; role in this matchup. It is a decent candidate for holding village against &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; with its poison retaliation, and &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; with its relative resistance to arcane. He can also poison &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; to force them to heal, depriving Nightmares of support units.&lt;br /&gt;
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&amp;lt;u&amp;gt;Skeleton:&amp;lt;/u&amp;gt; it is a good support unit against Nightmares. As it certainly fears the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s impact and &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;'s arcane melee, he can cause enough damage to make its sacrifice worthwhile. While the &amp;lt;i&amp;gt;Skeleton&amp;lt;/i&amp;gt; can help clearing &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt; out of the way, it is not worth putting it on bad defense terrain for that as the Nightmares' counter will hurt him badly. It is also the best damage dealer against &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt; if they are present on the field. But it is not worth to feed it with kills, better use a &amp;lt;i&amp;gt;Walking Corpse&amp;lt;/i&amp;gt; to plague them, or try to upgrade a &amp;lt;i&amp;gt;Ghost&amp;lt;/i&amp;gt;.&lt;br /&gt;
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&amp;lt;u&amp;gt;Skeleton Archer:&amp;lt;/u&amp;gt; do not recruit any &amp;lt;i&amp;gt;Archer&amp;lt;/i&amp;gt;, they are made of the kind of bones &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; likes to play with. At any time of the day, the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; will be attracted by them and his impact charge attack will destroy them within the second. There is no way the &amp;lt;i&amp;gt;Skeleton Archer&amp;lt;/i&amp;gt; can make enough damage before dying to repay its gold.&lt;br /&gt;
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&amp;lt;u&amp;gt;Vampire Bat:&amp;lt;/u&amp;gt; even the hax power of the &amp;lt;i&amp;gt;Bat&amp;lt;/i&amp;gt; is not enough to save them against the charge of an &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;. Any bat is killed in two hits and the intelligent ones are dead in one single hit at night. If you got one, use it to steal village or disrupt Nightmares' organization. But stay away from &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; at all time.&lt;br /&gt;
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&amp;lt;u&amp;gt;Walking Corpse:&amp;lt;/u&amp;gt; the use of &amp;lt;i&amp;gt;Walking Corpse&amp;lt;/i&amp;gt; is mainly for obstructing, screening off &amp;lt;i&amp;gt;Dark Adepts&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Skeletons&amp;lt;/i&amp;gt; from their foes. You can also place them around units that are holding a position to reduce the number of spots available for attack. On attack, they should focus on &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;.&lt;br /&gt;
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== Rebels ==&lt;br /&gt;
When Rebels realize they are playing against Nightmares, their first idea will be to get some &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt;. While this is a good idea, the best is too wait for dawn or second night to get one, so that Nightmares are at the closest to launch the counter. When you get your &amp;lt;i&amp;gt;Wose&amp;lt;/i&amp;gt;, you need to get some &amp;lt;i&amp;gt;Mages&amp;lt;/i&amp;gt; quickly. They will make &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; think twice before pushing at the end of the night when your &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt; get engaged. At other time of the day, better to keep recruiting Elves, mostly cost efficient &amp;lt;i&amp;gt;Elvish Fighters&amp;lt;/i&amp;gt;.&lt;br /&gt;
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On counter, use the &amp;lt;i&amp;gt;Wose&amp;lt;/i&amp;gt; first on &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; at dawn, backed by &amp;lt;i&amp;gt;Mages&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Elvish Shaman&amp;lt;/i&amp;gt; staying on good defense to slow any &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; or &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;, the &amp;lt;i&amp;gt;Elvish Fighters&amp;lt;/i&amp;gt; covering up while other units deploy to get ready for the push. When pushing keep the &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt; moving full speed while Elves try to slow, zoc in and trap Nightmares. When attacking, use &amp;lt;i&amp;gt;Elvish Fighters&amp;lt;/i&amp;gt; on &amp;lt;i&amp;gt;Black Cats&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Mages&amp;lt;/i&amp;gt; on &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Elvish Shamans&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt; on &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;.&lt;br /&gt;
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When retreating, have the &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt; go full speed while using &amp;lt;i&amp;gt;Elvish Fighters&amp;lt;/i&amp;gt; to cover the fleeing &amp;lt;i&amp;gt;Mages&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Elvish Shamans&amp;lt;/i&amp;gt;. As they will get wounded pretty badly keep on recruiting more to be able to hold until next day. When you can't retreat anymore, use Elves in lines, &amp;lt;i&amp;gt;Elvish Fighters&amp;lt;/i&amp;gt; on the most exposed spots and &amp;lt;i&amp;gt;Elvish Archers&amp;lt;/i&amp;gt; or &amp;lt;i&amp;gt;Elvish Scouts&amp;lt;/i&amp;gt; elsewhere. Keep slowing &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; if your healthiest &amp;lt;i&amp;gt;Elvish Shaman&amp;lt;/i&amp;gt; can stay on forest with some cover. On defense at night, do not use the &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt; to hold the line, but rather leave them behind to regenerate as it will help make the Nightmares' &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; aimless.&lt;br /&gt;
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&amp;lt;u&amp;gt;Elvish Archer:&amp;lt;/u&amp;gt; if the &amp;lt;i&amp;gt;Elvish Archer&amp;lt;/i&amp;gt; does not make as much damage as the &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt; and does not have has much hitpoints as the &amp;lt;i&amp;gt;Elvish Fighter&amp;lt;/i&amp;gt; he can still be of some use. It can increase the speed of your army while making significant damage on Nightmares' melee units for free. He can replace an &amp;lt;i&amp;gt;Elvish Scout&amp;lt;/i&amp;gt; but can't take the role of an &amp;lt;i&amp;gt;Elvish Fighter&amp;lt;/i&amp;gt;. So recruiting one or two is enough.&lt;br /&gt;
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&amp;lt;u&amp;gt;Elvish Fighter:&amp;lt;/u&amp;gt; there is obviously no chance for you to win in this matchup if you don't rely on &amp;lt;i&amp;gt;Elvish Fighter&amp;lt;/i&amp;gt;'s resilience and punch. He is the guy that will bring down any ranged units of Nightmares, and he will make maximum retaliation on &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; or &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt; before leaving. That is the best hitpoints that money can buy and he will act trustfully as &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt;'s or &amp;lt;i&amp;gt;Elvish Shaman&amp;lt;/i&amp;gt;'s bodyguard. Have a lot of them, and keep recruiting to make up for the losses you'll have in their ranks.&lt;br /&gt;
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&amp;lt;u&amp;gt;Elvish Scout:&amp;lt;/u&amp;gt; on wide maps, it can be good to have some, but most of time, you will get one for village grabbing only. In the middle of the game, you will go for &amp;lt;i&amp;gt;Elvish Fighters&amp;lt;/i&amp;gt; and an &amp;lt;i&amp;gt;Elvish Archer&amp;lt;/i&amp;gt; once in a while. You will recruit more &amp;lt;i&amp;gt;Elvish Scouts&amp;lt;/i&amp;gt; only is you think that you have some chances to level them with the required XP being one kill lower then &amp;lt;i&amp;gt;Elvish Archers&amp;lt;/i&amp;gt;'.&lt;br /&gt;
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&amp;lt;u&amp;gt;Elvish Shaman:&amp;lt;/u&amp;gt; she is as usual the hidden treasure of the Rebels. With slow special, she is able to reduce the damage Nightmares will inflict at night and nailed down the &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; when they have to retreat. With her high defense on forest, she is quite difficult to take down for the &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; while they can't really get help from the &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt; as he would feared to get slowed in front of angry &amp;lt;i&amp;gt;Elvish Fighters&amp;lt;/i&amp;gt;. The usual things with shamans : slow the targets you can't kill, or slow a target to lower its retaliation if you intend an attack on your enemy's primary range.&lt;br /&gt;
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&amp;lt;u&amp;gt;Mage:&amp;lt;/u&amp;gt; the use of Rebels' &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt; will be quite different from Loyalists'. As the presence of &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt; will call for &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt;, the &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt;'s main role will be to put pressure on them and counter when the day comes. For this job, a quick mage is best as he can catch up with running &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt;. When targeting them, make sure you hit the ones with most XP as you don't want one to level. He will again be the preferred target for the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; and hence should be covered with &amp;lt;i&amp;gt;Elvish Fighters&amp;lt;/i&amp;gt; at night as the &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt; will be busy running away from &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt;.&lt;br /&gt;
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&amp;lt;u&amp;gt;Merman Hunter:&amp;lt;/u&amp;gt; less useful than the Loyalists' &amp;lt;i&amp;gt;Merman Fighter&amp;lt;/i&amp;gt;, he still can get some use if a patch of water in present in the map. Try to use them to fix an &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; in the water. Don't hesitate to attack him as your resistances are better than his.&lt;br /&gt;
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&amp;lt;u&amp;gt;Wose:&amp;lt;/u&amp;gt; you can recruit some &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt; as he is excellent at countering the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s charges or taking them down at day time. While he is resistant to most Nightmares' attacks, he is very weak when facing the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt; who can inflict heavy damage with its arcane melee while getting healed from drains. As the &amp;lt;i&amp;gt;Wose&amp;lt;/i&amp;gt; is as expensive and slower then the &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; you can't afford to let him fight them alone and should back him with &amp;lt;i&amp;gt;Mages&amp;lt;/i&amp;gt;.&lt;br /&gt;
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== Northerners ==&lt;br /&gt;
Both factions do have tremendous melee heavy hitters: the cheap &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; and the cheaper &amp;lt;i&amp;gt;Orcish Grunt&amp;lt;/i&amp;gt;. Relying on them to make a breakthrough is quite a gamble and the best way to keep in control of the game is more than often making the best use of the ranged fighters, the &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt; for one side, the &amp;lt;i&amp;gt;Orcish Archer&amp;lt;/i&amp;gt; for the other. Due to the threat they represent, they will be the focus of the melee unit tactics.&lt;br /&gt;
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Another similarity between these two factions is how the &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt; and the &amp;lt;i&amp;gt;Orcish Assassin&amp;lt;/i&amp;gt; are used. Both unit bypass the defense to hit the target and disrupt it until it has healed on a village. As both factions, don't have a healer, the villages is an important asset and should be kept at all time. Your &amp;lt;i&amp;gt;Orcish Assassin&amp;lt;/i&amp;gt; does only impact a couple of Nightmares' units so you should keep them in low number.&lt;br /&gt;
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Northerners make better use of terrain to improve their defense, so push Nightmares to fight you on patches of good terrain. Keep in mind to always put in front the units with more hitpoints in order to make maximum retaliation and give you the opportunity to kill on your turn. They also have more diverse damage type available and can more easily press, choosing where to attack depending on &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s trait.&lt;br /&gt;
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&amp;lt;u&amp;gt;Goblin Spearman:&amp;lt;/u&amp;gt; evidence that the little one from the Orcish family play an essential role has still to be found. But you can still get a couple of &amp;lt;i&amp;gt;Goblin Spearmen&amp;lt;/i&amp;gt; in some circumstances. They can be helpful at taking down the ranged oriented &amp;lt;i&amp;gt;Black Cats&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt;, can hold a village quite well when facing a single &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; and can give a hand at disinfecting an area from &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt;.&lt;br /&gt;
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&amp;lt;u&amp;gt;Naga Fighter:&amp;lt;/u&amp;gt; when a patch of water is available, recruiting a &amp;lt;i&amp;gt;Naga Fighter&amp;lt;/i&amp;gt; may be required. While his range is very similar to the &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; due to his decent movetype on land, he cannot fight as well as the &amp;lt;i&amp;gt;Merman Fighter&amp;lt;/i&amp;gt; against them. The risk is to see a &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; appear and counter with its poorly resisted cold ranged attack. So careful scouting prior to an attack is a must.&lt;br /&gt;
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&amp;lt;u&amp;gt;Orcish Archer:&amp;lt;/u&amp;gt; he is Northerners' best weapon against &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; with their low defense everywhere and, for this reason, will attract &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; as if he was a mage. The other special of the &amp;lt;i&amp;gt;Orcish Archer&amp;lt;/i&amp;gt; is that he will be the only unit to make equal damage to any &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; regardless of his trait, so you can always use him on the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; that resists best the damage type you have recruited. You have to protect him though and leveling one is a big achievement for this matchup.&lt;br /&gt;
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&amp;lt;u&amp;gt;Orcish Assassin:&amp;lt;/u&amp;gt; the &amp;lt;i&amp;gt;Orcish Assassin&amp;lt;/i&amp;gt; while not being able to kill much in this matchup, remains useful. You can have one on the board at any time. Aberrations and &amp;lt;i&amp;gt;Unstable Elementals&amp;lt;/i&amp;gt; only can be poisoned, the ones that give the hardest time to Northerners can be: &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt;. Poisoning &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; is particularly efficient as they possibly get a lot of damage in retaliation if they keep attacking so Nightmares do not want them to be low on HP. When the opportunity shows, poisoning the &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; is neat too.&lt;br /&gt;
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&amp;lt;u&amp;gt;Orcish Grunt:&amp;lt;/u&amp;gt; the loyal &amp;lt;i&amp;gt;Grunt&amp;lt;/i&amp;gt; proves himself again one of the best units in this matchup. Being able to do heavy retaliation on both &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;, he is in charge of clearing &amp;lt;i&amp;gt;Black Cats&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; from the map. When all the possible targets have been decimated, you can use him to protect your &amp;lt;i&amp;gt;Orcish Archers&amp;lt;/i&amp;gt; from &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; or your &amp;lt;i&amp;gt;Troll Whelp&amp;lt;/i&amp;gt; from &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt;. It can also be used to give the killing blow to a &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;, if you don't have more archers available.&lt;br /&gt;
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&amp;lt;u&amp;gt;Troll Whelp:&amp;lt;/u&amp;gt; he is the solution when the board starts looking like an egg incubator. His impact damage and regeneration, combined with his low price makes any &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; spam a complete failure. The &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; like to use his arcane weakness to drain him, thus being able to hold armies of &amp;lt;i&amp;gt;Troll Whelps&amp;lt;/i&amp;gt;, so you should only recruit them when the number of &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; requires them. The &amp;lt;i&amp;gt;Troll Whelp&amp;lt;/i&amp;gt;'s regeneration does not cure the effect of the &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt;'s jinx, so, if cursed, his defense will drop to a critically low level.&lt;br /&gt;
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&amp;lt;u&amp;gt;Wolf Rider:&amp;lt;/u&amp;gt; with his exceptional movement and his three strike attack, the &amp;lt;i&amp;gt;Wolf Rider&amp;lt;/i&amp;gt; can have a use against Nightmares depending on your play style. He can track down wounded or poisoned units when they flee, he can also keep in range of &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; for free hitting. Generally speaking, his movetype allows you to dispatch him wherever you need one hit or two without using one of your heavy hitters.&lt;br /&gt;
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&amp;lt;u&amp;gt;Summary:&amp;lt;/u&amp;gt;&lt;br /&gt;
There are two strategies to fight Nightmares with Northerners.&lt;br /&gt;
The first one is to rely on &amp;lt;i&amp;gt;Troll Whelps&amp;lt;/i&amp;gt; to control the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;. As a consequence, Nightmares will recruit &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; to heal on them while inflicting enough damage with &amp;lt;i&amp;gt;Troll Whelp&amp;lt;/i&amp;gt;'s arcane weakness and his low defense. On your side, you will recruit &amp;lt;i&amp;gt;Orcish Archers&amp;lt;/i&amp;gt; to beat the &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; down. You still have to recruit some &amp;lt;i&amp;gt;Orcish Grunts&amp;lt;/i&amp;gt; as he is still the best unit to hold strategic places against the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;.&lt;br /&gt;
The second path you can go is to go for a maximum of &amp;lt;i&amp;gt;Orcish Grunts&amp;lt;/i&amp;gt;. If so, be ready to see &amp;lt;i&amp;gt;Black Cats&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; coming in to take at them. They will be covered by &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; that you will target with some &amp;lt;i&amp;gt;Orcish Assassin&amp;lt;/i&amp;gt; to disrupt his organization, and still some &amp;lt;i&amp;gt;Orcish Archers&amp;lt;/i&amp;gt;. As poison will be often used and you will face ranged units, the &amp;lt;i&amp;gt;Wolf Rider&amp;lt;/i&amp;gt; can bring additional tactics that can help getting a kill or extend the effect of poison on a trapped unit.&lt;/div&gt;</summary>
		<author><name>Krotop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=How_to_play_vs_Nightmares&amp;diff=34512</id>
		<title>How to play vs Nightmares</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=How_to_play_vs_Nightmares&amp;diff=34512"/>
		<updated>2010-03-13T18:07:44Z</updated>

		<summary type="html">&lt;p&gt;Krotop: /* Rebels */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General strategy against Nightmares ==&lt;br /&gt;
The faction of Nightmares of Meloen is chaotic (except &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; that are neutral). It is composed of quite fast units with many specials or abilities. For this reason, if you command a lawful faction you have to follow strictly the day/night cycle. They can hit quite hard at night but on the other hand they have several units with low resistance or low defense. So according to the recruitment you did, you should be able to counter with some result at your best time of the day.&lt;br /&gt;
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The Nightmares of Meloen don't have particularly efficient units to hold on villages. Taking into account the high price of some of their units (&amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt;), you can try to win with your economy, getting their villages earlier, holding your villages longer, by preventing them to have enough gold to buy expensive units. They have some cheap units too, but depending on which faction you play, these sometimes lack of efficiency to hurt you.&lt;br /&gt;
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&amp;lt;u&amp;gt;Unhatched:&amp;lt;/u&amp;gt; as this unit will charge to inflict maximum damage, you should screen your ranged specialists so it can't reach them. To do so you might rely on different units according to its trait as each trait give it some resistance bonus for some damage type. If you succeed to have the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; able to attack only on your melee fighters, it might decide to do so, but will most likely receive retaliation. Get ready to finish them on your turn if the time is right.&lt;br /&gt;
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&amp;lt;u&amp;gt;Black Cat:&amp;lt;/u&amp;gt; with its magical attack and the jinx special, the &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt; is one of the first unit you may want to kill if you are not Undead. It benefits of high defense but her pretty bad resistances help to kill her in a minimum of strikes when your best time of the day has come. After it has hit you, &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt; or &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; will most likely follow to inflict heavy damage.&lt;br /&gt;
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&amp;lt;u&amp;gt;Life Thief:&amp;lt;/u&amp;gt; arcane melee with drains, we all know from those pesky &amp;lt;i&amp;gt;Ghosts&amp;lt;/i&amp;gt; that units of this kind are not easy to handle. &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; will be seen in any matchup but against Loyalists. Fight them with ranged fire or arcane, slow them or run away from them as they are rather slow. As their defense and their physical resistances are lower than the &amp;lt;i&amp;gt;Ghost&amp;lt;/i&amp;gt;'s, countering them with any range unit is good enough to deal with its additional hitpoints. Even the usage of blade or pierce melee can be acceptable from high defense, if you fight under an advantageous time of day.&lt;br /&gt;
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&amp;lt;u&amp;gt;Scornful Watcher:&amp;lt;/u&amp;gt; his ranged attack turns arcane resistance into weakness. For this reason, he will be Loyalists worst enemy and will be seen in numbers against Knalgans or Northerners. Slow and weak, Nightmares will have to cover him with his tanks. Your ability to win will often be measured by your ability to clean your way to hit him.&lt;br /&gt;
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&amp;lt;u&amp;gt;Howling Darkness:&amp;lt;/u&amp;gt; as an expensive unit without melee attack, the &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; is an ideal target when you are countering, but as it is fast and skirmisher, go for hitting the unit when you have a good chance to kill or it will slip through your net. It will often be use to support &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; on offense to reduce your retaliation and can be a threat itself at night especially against the cold fearing Drakes.&lt;br /&gt;
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&amp;lt;u&amp;gt;Unstable Elemental:&amp;lt;/u&amp;gt; this versatile unit can be used as a scout mostly in its tornado form that you can find in plain, road and castle. It will most likely never fight in this form and will prefer to move to hill or forest when he is ready to fight. Up to you to accept or not the challenge as it will be much slower in those forms. The &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; most disturbing use is when it moves behind your lines and take a defending form (quake, bramble or eventually whirlpool), cutting your retreat. The slow ranged attack of the bramble form, obviously combines well with &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s charge at level 1 and berserk at level 2.&lt;br /&gt;
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&amp;lt;u&amp;gt;Creepers:&amp;lt;/u&amp;gt; if you are not playing a chaotic faction, this unit should not change much in your strategy. You should keep trying to catch units with more hitpoints at your best time of the day, so that you don't waste too much fire power to kill this cheap unit. If you are chaotic though, you may have to adapt in order to cope with those pests that can hit you when you are at your weakest. When attacking &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt; on melee, target the ones with few &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt; around so that you reduce the retaliation. When they form a chain, you can consider breaking it in two to double their upkeep.&lt;br /&gt;
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== Drakes ==&lt;br /&gt;
If both teams were randomly picked, they will most probably be badly prepared for this very offensive match, but so you may, as the saurians you'll have picked early won't be your best weapons. The &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;, Nightmares best asset at attack, and the &amp;lt;i&amp;gt;Drake Burner&amp;lt;/i&amp;gt;, your own nightmare killer, are both expensive recruits so each side would wait to know their opponent before recruiting them. So if the game is starting at dawn, it is very likely that the first night will be quite peaceful and you will have plenty of time to equip yourself in &amp;lt;i&amp;gt;Burners&amp;lt;/i&amp;gt; for the next day.&lt;br /&gt;
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&amp;lt;i&amp;gt;Burners&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; are the best enemies and two of one kind can kill one of the other every turn at their best time of the day. It shows how crucial the dusk will be for your Drakes, so be ready to retreat in time. As you are at least as fast as the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;, if Nightmares has fallen back too much at day, you will have a easy retreat. If he has stayed close to you to prepare counter, retreat using &amp;lt;i&amp;gt;Drake Fighters&amp;lt;/i&amp;gt; to cover your &amp;lt;i&amp;gt;Burners&amp;lt;/i&amp;gt; from the &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt;. That strategy might fail if Nightmares succeed at trapping you with &amp;lt;i&amp;gt;Howling Darknesses&amp;lt;/i&amp;gt;. That is the reason why, using your &amp;lt;i&amp;gt;Drake Fighters&amp;lt;/i&amp;gt; on them at day is the second objective you have to meet to keep the match going.&lt;br /&gt;
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Depending on the number of &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; turning to &amp;lt;i&amp;gt;Skirmisher&amp;lt;/i&amp;gt; might be a decent alternative. Beside dealing free damage to the &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; when they are the most impetuous, the &amp;lt;i&amp;gt;Skirmisher&amp;lt;/i&amp;gt; have additional benefits: dealing a lot of retaliation to not slippery &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;, getting high defense units that might requires Nightmares to get more &amp;lt;i&amp;gt;Black Cats&amp;lt;/i&amp;gt;. On top of that, as saurians resist well &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;'s arcane, they can force Nightmares to turn to &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; that are of not much use against your Drakes.&lt;br /&gt;
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&amp;lt;u&amp;gt;Drake Burner:&amp;lt;/u&amp;gt; he is &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;'s fierest enemy. As you will definively see many of them around, getting as much &amp;lt;i&amp;gt;Burners&amp;lt;/i&amp;gt; as you can is a safe strategy. As only quick ones are truely faster than the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;, when they can't reach any, they can also have a shot at the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;. As both &amp;lt;i&amp;gt;Burner&amp;lt;/i&amp;gt;'s advancement are awesome against Nightmares, you should try to level one.&lt;br /&gt;
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&amp;lt;u&amp;gt;Drake Clasher:&amp;lt;/u&amp;gt; due to his slowness and his price, the &amp;lt;i&amp;gt;Clasher&amp;lt;/i&amp;gt; is not the best buy against Nightmares. You can however decide to get one if Nightmares haven't any &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; as it can retaliate the &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; charge with one of his two attacks depending on their trait. When &amp;lt;i&amp;gt;Howling Darknesses&amp;lt;/i&amp;gt; are around, their mobility and their cold attack will be devastating to the &amp;lt;i&amp;gt;Clasher&amp;lt;/i&amp;gt; with no chance of retaliation. You don't want them to have such easy kills.&lt;br /&gt;
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&amp;lt;u&amp;gt;Drake Fighter:&amp;lt;/u&amp;gt; the &amp;lt;i&amp;gt;Drake Fighter&amp;lt;/i&amp;gt; is necessary to cover &amp;lt;i&amp;gt;Burners&amp;lt;/i&amp;gt;' retreat at the end of the day as they will give maximum retaliation to &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s charge and they are relatively cheap. They should not however try to shield off the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt; as they won't be able to survive the whole night. When attacking, the &amp;lt;i&amp;gt;Drake Fighter&amp;lt;/i&amp;gt; should focus on the &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt;, the &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt; or the &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt;, but don't forget his fire range can cheaply harass the opponent's &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; if you have no better target.&lt;br /&gt;
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&amp;lt;u&amp;gt;Drake Glider:&amp;lt;/u&amp;gt; faster than the &amp;lt;i&amp;gt;Drake Fighter&amp;lt;/i&amp;gt; with better defence and an impact damage type that can scare away the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;, the &amp;lt;i&amp;gt;Drake Glider&amp;lt;/i&amp;gt; can be used for holding off the Nightmares when &amp;lt;i&amp;gt;Burners&amp;lt;/i&amp;gt; are retreating. During attack at day time, they will be useful mostly for trapping the Nightmares at dawn and prevent them from fleeing too easily. As they are not as efficient as the &amp;lt;i&amp;gt;Drake Fighter&amp;lt;/i&amp;gt; at dealing damage to the &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; the role they can play is still secondary and you should not recruit too many of them.&lt;br /&gt;
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&amp;lt;u&amp;gt;Saurian Augur:&amp;lt;/u&amp;gt; the &amp;lt;i&amp;gt;Augur&amp;lt;/i&amp;gt; with his low hitpoints and cold damage doesn't not play a big role in this matchup. He will have trouble getting away from the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; and Drakes won't have really time to protect him. Because the damages dealt are so heavy, his healing skill is minored in interest. His cold ranged attack should be used on &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; or anything else that he can kill. You may take your chance and feed him with kills as at level 2, the &amp;lt;i&amp;gt;Soothsayer&amp;lt;/i&amp;gt; will be able to cure &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt;'s jinx.&lt;br /&gt;
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&amp;lt;u&amp;gt;Saurian Skirmisher:&amp;lt;/u&amp;gt; Depending on the number of &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; the &amp;lt;i&amp;gt;Skirmisher&amp;lt;/i&amp;gt; might be a good choice for recruitment. Nearly as fast as them, doing free damage on melee, they beat them in price. However, due to Saurians' weakness on both cold and impact, keeping them alive might be a difficult task. Hence it is only possible if &amp;lt;i&amp;gt;Howling Darknesses&amp;lt;/i&amp;gt; are enough to guarantee a target before &amp;lt;i&amp;gt;Skirmisher&amp;lt;/i&amp;gt; dies.&lt;br /&gt;
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== Knalgan ==&lt;br /&gt;
When you get the Knalgan Alliance against Nightmares, you will be in control of the game. Just recruiting &amp;lt;i&amp;gt;Dwarvish Fighters&amp;lt;/i&amp;gt; or &amp;lt;i&amp;gt;Footpads&amp;lt;/i&amp;gt; will already be a test of your opponent's skill at playing Nightmares. He will have to combine the most efficient use of his units with some well thought gamble with &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; to get a game to play. Add some &amp;lt;i&amp;gt;Dwarvish Thunderers&amp;lt;/i&amp;gt; and a &amp;lt;i&amp;gt;Dwarvish Ulfserker&amp;lt;/i&amp;gt; even the most seasoned Nightmares' players will have a hard time. &lt;br /&gt;
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&amp;lt;u&amp;gt;Dwarvish Fighter:&amp;lt;/u&amp;gt; with their dual blade/impact damage type, the &amp;lt;i&amp;gt;Dwarvish Fighters&amp;lt;/i&amp;gt; are the purest anti-&amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; units in the game, so get enough of them to control the &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt;. When the time has come for you to attack, they will obviously be good at taking down anything around. Just make sure to keep them on good defense, when they have been cursed, they are still probably better sitting on their favorite terrain with a defense lowered to around 50% rather than running on worse terrain for cover. Hitting back the &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt; who just cursed them is often the best they can do.&lt;br /&gt;
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&amp;lt;u&amp;gt;Dwarvish Guardsman:&amp;lt;/u&amp;gt; slow, expensive and with low damage, you can't make enough use of his pierce attack to recruit any of them. As the &amp;lt;i&amp;gt;Dwarvish Fighter&amp;lt;/i&amp;gt; makes such a good job at countering the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;, you won't need the &amp;lt;i&amp;gt;Dwarvish Guardsman&amp;lt;/i&amp;gt;'s steadfast either.&lt;br /&gt;
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&amp;lt;u&amp;gt;Dwarvish Thunderer:&amp;lt;/u&amp;gt; his ranged attack, his good resistance and good hitpoints, the &amp;lt;i&amp;gt;Dwarvish Thunderer&amp;lt;/i&amp;gt; is a good recruit. He will be mainly useful to stay in control at night when the Nightmares are pushing. When staying on mountain, he can stand well against &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; and has a chance to to massive retaliation on &amp;lt;i&amp;gt;Black Cats&amp;lt;/i&amp;gt; or &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt;. His main offensive role will be to aim at &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt;, and if you meet many of these, the &amp;lt;i&amp;gt;Dwarvish Thunderer&amp;lt;/i&amp;gt; will become a necessity.&lt;br /&gt;
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&amp;lt;u&amp;gt;Dwarvish Ulfserker:&amp;lt;/u&amp;gt; with his guaranteed safe kill on the &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; and great chance to kill &amp;lt;i&amp;gt;Black Cats&amp;lt;/i&amp;gt; or &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt;, the &amp;lt;i&amp;gt;Ulfserker&amp;lt;/i&amp;gt; is an obvious good recruit to get. However, he can get drained to death by the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;. In some circumstances the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; can also kill him, so always make sure you can cover him properly before attacking. If there are some &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt; around, remember that a group of four or five (depending on traits) of them has a good chance to kill a full health &amp;lt;i&amp;gt;Ulfserker&amp;lt;/i&amp;gt;.&lt;br /&gt;
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&amp;lt;u&amp;gt;Footpad:&amp;lt;/u&amp;gt; with his double impact attacks he is a very convenient unit to have against Nightmares. The &amp;lt;i&amp;gt;Footpad&amp;lt;/i&amp;gt; can attack on range the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; for free hit (he has good chance of hitting once has &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s defense is below 50% nearly everywhere), while his excellent defense, good hitpoints and impact melee makes it difficult for the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; to handle him when pushing.&lt;br /&gt;
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&amp;lt;u&amp;gt;Gryphon Rider:&amp;lt;/u&amp;gt; while the &amp;lt;i&amp;gt;Gryphon Rider&amp;lt;/i&amp;gt; is an awesome offensive unit, it might have a hard time when fighting Nightmares. He can easily be trapped by the &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; or the &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt;, which could potentially hurt him a lot due to his impact weakness. Even if it does tremendous retaliation on &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s charge, if the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s trait give him a boost in blade resistance (lowering each hit's damage by 5 hitpoints), he will never think twice before charging him taking into account their difference in price (except at day time). Be prudent when using the &amp;lt;i&amp;gt;Gryphon Rider&amp;lt;/i&amp;gt;, while most of the time, he only needs two hits on a &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt; for the kill, putting to much hope on two hits on a 60+ defense unit, might be a gamble with &amp;lt;i&amp;gt;Gryphon Rider&amp;lt;/i&amp;gt;'s 24 gold.&lt;br /&gt;
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&amp;lt;u&amp;gt;Poacher:&amp;lt;/u&amp;gt; the &amp;lt;i&amp;gt;Poacher&amp;lt;/i&amp;gt; can give to your recruitment a different flavor. Best defense on forest, he can make use of this common terrain that Dwarves will avoid. He can supply some hit on the &amp;lt;i&amp;gt;Life thief&amp;lt;/i&amp;gt; and retaliation on &amp;lt;i&amp;gt;Black Cats&amp;lt;/i&amp;gt; or &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; for cheap price. When the &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; get more frequent, the &amp;lt;i&amp;gt;Footpad&amp;lt;/i&amp;gt; is a better recruit though, since the &amp;lt;i&amp;gt;Poacher&amp;lt;/i&amp;gt; is such a juicy target for them.&lt;br /&gt;
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&amp;lt;u&amp;gt;Thief:&amp;lt;/u&amp;gt; the &amp;lt;i&amp;gt;Thief&amp;lt;/i&amp;gt; can be best used to counter Nightmares when they put themselves on bad defense without making much damage. If the &amp;lt;i&amp;gt;Thief&amp;lt;/i&amp;gt; can walk around and backstab anything, he will probably be able to make enough damage to make up for his gold. If one &amp;lt;i&amp;gt;Thief&amp;lt;/i&amp;gt; got a kill, you might try to feed him with XP to level him. As &amp;lt;i&amp;gt;Thieves&amp;lt;/i&amp;gt; have quite low hitpoints and bad resistance on nearly all Nightmares' damage, no need to get several of them as you can't reasonably hope you will get opportunity to backstab with several of them. Counting on a &amp;lt;i&amp;gt;Thief&amp;lt;/i&amp;gt; based strategy is quite risky though, because they are very quick to fall under the &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt;/&amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; combination.&lt;br /&gt;
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== Loyalists ==&lt;br /&gt;
When Loyalists' player realizes he faces Nightmares of Meloen, his attention should constantly be focused on the &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt;. The large range of Loyalists' melee units can be used to bring them down before night. As your opponent will try his best as zocing you out from getting at his &amp;lt;i&amp;gt;Watchers&amp;lt;/i&amp;gt;, recruiting a bit of any melee units is one important step to ruin his strategy.&lt;br /&gt;
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While the &amp;lt;i&amp;gt;Spearman&amp;lt;/i&amp;gt; gets the best damage per gold, he is quite easily controlled by the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;. Hence you should have some &amp;lt;i&amp;gt;Cavalrymen&amp;lt;/i&amp;gt; to attack from the distance, moreover his good impact resistance can make him a good blocker against the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;.&lt;br /&gt;
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When attacking &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; with &amp;lt;i&amp;gt;Mages&amp;lt;/i&amp;gt; you should try to finish from fear that Nightmares sacrifice him on your &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt; hoping for a kill. For most others attack combo, the most important is to deal maximum damage. As the Nightmares don't really have an efficient village holder, they will have to give up villages reducing their ability to heal. The only exception is the &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt; as he is so deadly that you want to have him dead.&lt;br /&gt;
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&amp;lt;u&amp;gt;Bowman:&amp;lt;/u&amp;gt; the &amp;lt;i&amp;gt;Bowman&amp;lt;/i&amp;gt; is less efficient at dealing damage to Nightmares than the &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt;. For this reason you should restrain yourself from getting them. However, if you lack gold or if you already have one, it can be quite useful poking safely the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt; and the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; or against the &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt; at retaliating. His additional hitpoints can be a life saver.&lt;br /&gt;
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&amp;lt;u&amp;gt;Cavalryman:&amp;lt;/u&amp;gt; this is a key unit for this matchup. His high resistance to impact damage helps containing the Nightmares push at night while his speed allows him to switch quickly to the attack mode on &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt;. The &amp;lt;i&amp;gt;Cavalryman&amp;lt;/i&amp;gt; can also successfully chase down a fleeing &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; and you can use his 3 strikes to ensure a hit on the &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt;. His blade damage is also doing well against the bramble form of the &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt;. So get some of them and try to level one.&lt;br /&gt;
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&amp;lt;u&amp;gt;Fencer:&amp;lt;/u&amp;gt; get them if wounded &amp;lt;i&amp;gt;Howling Darknesses&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; keep escaping your grip. They will only have small use in defense, as the combination of &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt;'s jinx attack and their own bad resistance are promises of short life when facing the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;. If you have no problem killing your quota of &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; you probably better keep the gold for a &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt;.&lt;br /&gt;
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&amp;lt;u&amp;gt;Heavy Infantry:&amp;lt;/u&amp;gt; do only recruit them when Nightmares abuse of &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt;. As soon as they appear, they will be the target of &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; to clear the way for the &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt;. As your &amp;lt;i&amp;gt;Heavy Infantry&amp;lt;/i&amp;gt;'s armor is no use against them, you should make sure they are in &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt;'s range only at the second night otherwise you will probably lose too much gold. Due to their slowness, they will only be useful in defense so the best time to get recruit them is usually at dusk or first night. On attack they should target anything but the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt; whenever possible.&lt;br /&gt;
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&amp;lt;u&amp;gt;Horseman:&amp;lt;/u&amp;gt; while the &amp;lt;i&amp;gt;Horseman&amp;lt;/i&amp;gt; powerful charge let's you hope of huge damage, its cost is a deterrent to having one in the early game. If the game gets longer and you succeed in cashing enough gold, you can then get one as he will do well at &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt; assassination with his impact resistance cutting down the retaliation, and will simply be deadly against the &amp;lt;i&amp;gt;Howling Darknesses&amp;lt;/i&amp;gt;.&lt;br /&gt;
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&amp;lt;u&amp;gt;Mage:&amp;lt;/u&amp;gt; the &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt; will be a powerful weapon against the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;. However, his low hitpoints require you to protect them at any time of the day. Hit the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; you have the best chance to kill, as even wounded his charge attack is danger for your &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt;'s life. Because he is so weak against the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;, don't feed him with kills. He will probably never live long enough to level.&lt;br /&gt;
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&amp;lt;u&amp;gt;Merman Fighter:&amp;lt;/u&amp;gt; when water is present in the map, getting a &amp;lt;i&amp;gt;Merman Fighter&amp;lt;/i&amp;gt; or two is a good idea. Since Nightmares don't have good movement on water, they can force the &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; to move to water to control them or they will be able to reach the &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt;. When facing a whirlpool form of the &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; do not fear to engage in combat as they have worst resistance than your &amp;lt;i&amp;gt;Merman Fighters&amp;lt;/i&amp;gt;.&lt;br /&gt;
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&amp;lt;u&amp;gt;Spearman:&amp;lt;/u&amp;gt; as always, the &amp;lt;i&amp;gt;Spearman&amp;lt;/i&amp;gt; will be the first recruit to turn to. He can both retaliate hard on the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s charges and do severe damage to the &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt;. His low price allows you to get enough to protect efficiently your &amp;lt;i&amp;gt;Mages&amp;lt;/i&amp;gt; from the threat of &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt;. Combining with &amp;lt;i&amp;gt;Cavalryman&amp;lt;/i&amp;gt; is a must though, as you want to diversify your damage type to leverage on the resistance bonus of the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s trait and get more speed to chase Nightmares down when the day comes.&lt;br /&gt;
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== Undead ==&lt;br /&gt;
Having to fight Nightmares is one to the toughest experience for Undead. Unlike what they are used to, Undead in this matchup will play by counter-attack as the ability of make the most damages is not on their side. While you will be relatively safe on the ranged front, the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s impact will break your &amp;lt;i&amp;gt;Skeletons&amp;lt;/i&amp;gt; in piece, the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;'s arcane will tear them apart while the cheap &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt;' banding is an additional threat to your &amp;lt;i&amp;gt;Dark Adepts&amp;lt;/i&amp;gt;. So you will have to turn on the survival mode as soon as possible, recruiting &amp;lt;i&amp;gt;Ghoul&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Ghost&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Walking Corpse&amp;lt;/i&amp;gt;, still some &amp;lt;i&amp;gt;Skeletons&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Dark Adept&amp;lt;/i&amp;gt; for the counter.&lt;br /&gt;
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Always keep a decent amount of &amp;lt;i&amp;gt;Dark Adepts&amp;lt;/i&amp;gt; on the board in order to keep Nightmares under pressure of a possible attack and the threat of a hard counter-strike. This way you will be ruling on the ranged as they will rule on the melee part. As you will unlikely face the threat of &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; in the beginning, you will have to deal with &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; first by recruiting &amp;lt;i&amp;gt;Walking Corpses&amp;lt;/i&amp;gt; to contain them and keeping your &amp;lt;i&amp;gt;Skeletons&amp;lt;/i&amp;gt; on high defense. While your &amp;lt;i&amp;gt;Walking Corpses&amp;lt;/i&amp;gt; begin taming the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;, Nightmares will send more &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt;. Try to make them attack your &amp;lt;i&amp;gt;Skeletons&amp;lt;/i&amp;gt; as if they get wounded, they will become an easy job for your &amp;lt;i&amp;gt;Dark Adepts&amp;lt;/i&amp;gt;. &lt;br /&gt;
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It is quite sure that at a certain moment, as your &amp;lt;i&amp;gt;Walking Corpses&amp;lt;/i&amp;gt; starts getting annoying, Nightmares will recruit &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt;. As level 0 units, they are quite a natural opposition for the &amp;lt;i&amp;gt;Walking Corpses&amp;lt;/i&amp;gt;, however they require some special techniques to deal with them. &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt; have a neutral alignment so you better fight them at night as two hits will be enough to kill them (they won't get plagued). Because the banding ability can make them inflict high damage you should always try to attack the most isolated ones, if you really need to kill one in the pack, better use the &amp;lt;i&amp;gt;Skeleton&amp;lt;/i&amp;gt; as he resists strongly their pierce.&lt;br /&gt;
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&amp;lt;u&amp;gt;Dark Adept:&amp;lt;/u&amp;gt; again, the &amp;lt;i&amp;gt;Dark Adept&amp;lt;/i&amp;gt; will be your best unit for attacking. The threat of the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s charge will be the major challenge, as three hits are enough to kill an adept at night. When they are in position to attack they should hit the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; first as they will do maximum damage against them. The second best choice being the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;. Try to pick your target so your &amp;lt;i&amp;gt;Dark Adept&amp;lt;/i&amp;gt; can take the shoot from good defense or make sure you can cover him immediately. You'll want to go for a kill each time you attempt to damage an &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;, because even a badly hurt one will safely charge your &amp;lt;i&amp;gt;Dark Adept&amp;lt;/i&amp;gt; for massive damage before dying.&lt;br /&gt;
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&amp;lt;u&amp;gt;Ghost:&amp;lt;/u&amp;gt; with drains on its arcane melee, the &amp;lt;i&amp;gt;Ghost&amp;lt;/i&amp;gt; can enjoy this matchup. It is simply unattackable by the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; without very heavy risk, and efficient enough to deal damages to the &amp;lt;i&amp;gt;aberrations&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt;and to a lesser extend to the &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt;. Its only problem will be when facing full health &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; or &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt;. As the &amp;lt;i&amp;gt;Ghost&amp;lt;/i&amp;gt; has worst resistance, less hitpoints and doesn't hit as hard, it should not engage in direct fight with them. Hopefully it can rely on its better movement points to make sure to keep far enough, as long as it doesn't get slowed by the bramble form of the &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt;.&lt;br /&gt;
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&amp;lt;u&amp;gt;Ghoul:&amp;lt;/u&amp;gt; don't underestimate the &amp;lt;i&amp;gt;Ghoul&amp;lt;/i&amp;gt; role in this matchup. It is a decent candidate for holding village against &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; with its poison retaliation, and &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; with its relative resistance to arcane. He can also poison &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; to force them to heal, depriving Nightmares of support units.&lt;br /&gt;
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&amp;lt;u&amp;gt;Skeleton:&amp;lt;/u&amp;gt; it is a good support unit against Nightmares. As it certainly fears the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s impact and &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;'s arcane melee, he can cause enough damage to make its sacrifice worthwhile. While the &amp;lt;i&amp;gt;Skeleton&amp;lt;/i&amp;gt; can help clearing &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt; out of the way, it is not worth putting it on bad defense terrain for that as the Nightmares' counter will hurt him badly. It is also the best damage dealer against &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt; if they are present on the field. But it is not worth to feed it with kills, better use a &amp;lt;i&amp;gt;Walking Corpse&amp;lt;/i&amp;gt; to plague them, or try to upgrade a &amp;lt;i&amp;gt;Ghost&amp;lt;/i&amp;gt;.&lt;br /&gt;
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&amp;lt;u&amp;gt;Skeleton Archer:&amp;lt;/u&amp;gt; do not recruit any &amp;lt;i&amp;gt;Archer&amp;lt;/i&amp;gt;, they are made of the kind of bones &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; likes to play with. At any time of the day, the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; will be attracted by them and his impact charge attack will destroy them within the second. There is no way the &amp;lt;i&amp;gt;Skeleton Archer&amp;lt;/i&amp;gt; can make enough damage before dying to repay its gold.&lt;br /&gt;
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&amp;lt;u&amp;gt;Vampire Bat:&amp;lt;/u&amp;gt; even the hax power of the &amp;lt;i&amp;gt;Bat&amp;lt;/i&amp;gt; is not enough to save them against the charge of an &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;. Any bat is killed in two hits and the intelligent ones are dead in one single hit at night. If you got one, use it to steal village or disrupt Nightmares' organization. But stay away from &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; at all time.&lt;br /&gt;
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&amp;lt;u&amp;gt;Walking Corpse:&amp;lt;/u&amp;gt; the use of &amp;lt;i&amp;gt;Walking Corpse&amp;lt;/i&amp;gt; is mainly for obstructing, screening off &amp;lt;i&amp;gt;Dark Adepts&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Skeletons&amp;lt;/i&amp;gt; from their foes. You can also place them around units that are holding a position to reduce the number of spots available for attack. On attack, they should focus on &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;.&lt;br /&gt;
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== Rebels ==&lt;br /&gt;
When Rebels realize they are playing against Nightmares, their first idea will be to get some &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt;. While this is a good idea, the best is too wait for dawn or second night to get one, so that Nightmares are at the closest to launch the counter. When you get your &amp;lt;i&amp;gt;Wose&amp;lt;/i&amp;gt;, you need to get some &amp;lt;i&amp;gt;Mages&amp;lt;/i&amp;gt; quickly. They will make &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; think twice before pushing at the end of the night when your &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt; get engaged. At other time of the day, better to keep recruiting Elves, mostly cost efficient &amp;lt;i&amp;gt;Elvish Fighters&amp;lt;/i&amp;gt;.&lt;br /&gt;
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On counter, use the &amp;lt;i&amp;gt;Wose&amp;lt;/i&amp;gt; first on &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; at dawn, backed by &amp;lt;i&amp;gt;Mages&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Elvish Shaman&amp;lt;/i&amp;gt; staying on good defense to slow any &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; or &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;, the &amp;lt;i&amp;gt;Elvish Fighters&amp;lt;/i&amp;gt; covering up while other units deploy to get ready for the push. When pushing keep the &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt; moving full speed while Elves try to slow, zoc in and trap Nightmares. When attacking, use &amp;lt;i&amp;gt;Elvish Fighters&amp;lt;/i&amp;gt; on &amp;lt;i&amp;gt;Black Cats&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Mages&amp;lt;/i&amp;gt; on &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Elvish Shamans&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt; on &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;.&lt;br /&gt;
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When retreating, have the &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt; go full speed while using &amp;lt;i&amp;gt;Elvish Fighters&amp;lt;/i&amp;gt; to cover the fleeing &amp;lt;i&amp;gt;Mages&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Elvish Shamans&amp;lt;/i&amp;gt;. As they will get wounded pretty badly keep on recruiting more to be able to hold until next day. When you can't retreat anymore, use Elves in lines, &amp;lt;i&amp;gt;Elvish Fighters&amp;lt;/i&amp;gt; on the most exposed spots and &amp;lt;i&amp;gt;Elvish Archers&amp;lt;/i&amp;gt; or &amp;lt;i&amp;gt;Elvish Scouts&amp;lt;/i&amp;gt; elsewhere. Keep slowing &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; if your healthiest &amp;lt;i&amp;gt;Elvish Shaman&amp;lt;/i&amp;gt; can stay on forest with some cover. On defense at night, do not use the &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt; to hold the line, but rather leave them behind to regenerate as it will help make the Nightmares' &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; aimless.&lt;br /&gt;
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&amp;lt;u&amp;gt;Elvish Archer:&amp;lt;/u&amp;gt; if the &amp;lt;i&amp;gt;Elvish Archer&amp;lt;/i&amp;gt; does not make as much damage as the &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt; and does not have has much hitpoints as the &amp;lt;i&amp;gt;Elvish Fighter&amp;lt;/i&amp;gt; he can still be of some use. It can increase the speed of your army while making significant damage on Nightmares' melee units for free. He can replace an &amp;lt;i&amp;gt;Elvish Scout&amp;lt;/i&amp;gt; but can't take the role of an &amp;lt;i&amp;gt;Elvish Fighter&amp;lt;/i&amp;gt;. So recruiting one or two is enough.&lt;br /&gt;
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&amp;lt;u&amp;gt;Elvish Fighter:&amp;lt;/u&amp;gt; there is obviously no chance for you to win in this matchup if you don't rely on &amp;lt;i&amp;gt;Elvish Fighter&amp;lt;/i&amp;gt;'s resilience and punch. He is the guy that will bring down any ranged units of Nightmares, and he will make maximum retaliation on &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; or &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt; before leaving. That is the best hitpoints that money can buy and he will act trustfully as &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt;'s or &amp;lt;i&amp;gt;Elvish Shaman&amp;lt;/i&amp;gt;'s bodyguard. Have a lot of them, and keep recruiting to make up for the losses you'll have in their ranks.&lt;br /&gt;
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&amp;lt;u&amp;gt;Elvish Scout:&amp;lt;/u&amp;gt; on wide maps, it can be good to have some, but most of time, you will get one for village grabbing only. In the middle of the game, you will go for &amp;lt;i&amp;gt;Elvish Fighters&amp;lt;/i&amp;gt; and an &amp;lt;i&amp;gt;Elvish Archer&amp;lt;/i&amp;gt; once in a while. You will recruit more &amp;lt;i&amp;gt;Elvish Scouts&amp;lt;/i&amp;gt; only is you think that you have some chances to level them with the required XP being one kill lower then &amp;lt;i&amp;gt;Elvish Archers&amp;lt;/i&amp;gt;'.&lt;br /&gt;
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&amp;lt;u&amp;gt;Elvish Shaman:&amp;lt;/u&amp;gt; she is as usual the hidden treasure of the Rebels. With slow special, she is able to reduce the damage Nightmares will inflict at night and nailed down the &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; when they have to retreat. With her high defense on forest, she is quite difficult to take down for the &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; while they can't really get help from the &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt; as he would feared to get slowed in front of angry &amp;lt;i&amp;gt;Elvish Fighters&amp;lt;/i&amp;gt;. The usual things with shamans : slow the targets you can't kill, or slow a target to lower its retaliation if you intend an attack on your enemy's primary range.&lt;br /&gt;
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&amp;lt;u&amp;gt;Mage:&amp;lt;/u&amp;gt; the use of Rebels' &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt; will be quite different from Loyalists'. As the presence of &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt; will call for &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt;, the &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt;'s main role will be to put pressure on them and counter when the day comes. For this job, a quick mage is best as he can catch up with running &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt;. When targeting them, make sure you hit the ones with most XP as you don't want one to level. He will again be the preferred target for the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; and hence should be covered with &amp;lt;i&amp;gt;Elvish Fighters&amp;lt;/i&amp;gt; at night as the &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt; will be busy running away from &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt;.&lt;br /&gt;
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&amp;lt;u&amp;gt;Merman Hunter:&amp;lt;/u&amp;gt; less useful than the Loyalists' &amp;lt;i&amp;gt;Merman Fighter&amp;lt;/i&amp;gt;, he still can get some use if a patch of water in present in the map. Try to use them to fix an &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; in the water. Don't hesitate to attack him as your resistances are better than his.&lt;br /&gt;
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&amp;lt;u&amp;gt;Wose:&amp;lt;/u&amp;gt; you can recruit some &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt; as he is excellent at countering the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s charges or taking them down at day time. While he is resistant to most Nightmares' attacks, he is very weak when facing the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt; who can inflict heavy damage with its arcane melee while getting healed from drains. As the &amp;lt;i&amp;gt;Wose&amp;lt;/i&amp;gt; is as expensive and slower then the &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; you can't afford to let him fight them alone and should back him with &amp;lt;i&amp;gt;Mages&amp;lt;/i&amp;gt;.&lt;br /&gt;
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== Northerners ==&lt;br /&gt;
Both factions do have tremendous melee heavy hitters: the cheap &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; and the cheaper &amp;lt;i&amp;gt;Orcish Grunt&amp;lt;/i&amp;gt;. Relying on them to make a breakthrough is quite a gamble and the best way to keep in control of the game is more than often making the best use of the ranged fighters, the &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt; for one side, the &amp;lt;i&amp;gt;Orcish Archer&amp;lt;/i&amp;gt; for the other. Due to the threat they represent, they will be the focus of the melee unit tactics.&lt;br /&gt;
&lt;br /&gt;
Another similarity between these two factions is how the &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt; and the &amp;lt;i&amp;gt;Orcish Assassin&amp;lt;/i&amp;gt; are used. Both unit bypass the defense to hit the target and disrupt it until it has healed on a village. As both factions, don't have a healer, the villages is an important asset and should be kept at all time. Your &amp;lt;i&amp;gt;Orcish Assassin&amp;lt;/i&amp;gt; does only impact a couple of Nightmares' units so you should keep them in low number.&lt;br /&gt;
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Northerners makes better use of terrain to improve defense so you push Nightmares to fight you on patches of good terrain. Keep in mind to always put in front the units with more hitpoints so to make maximum retaliation and give you opportunity to kill on your turn. They also have more diverse damage type available and so can more easily press on &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s weak point depending on his trait.&lt;br /&gt;
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&amp;lt;u&amp;gt;Goblin Spearman:&amp;lt;/u&amp;gt; evidence that the little one from the Orcs family play an essential role has still to be found. But you can still get a couple of &amp;lt;i&amp;gt;Goblin Spearmen&amp;lt;/i&amp;gt; in some circumstances. They can be helpful at taking down the ranged oriented &amp;lt;i&amp;gt;Black Cats&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt;, can hold a village quite well when facing a single &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; and can give a hand at disinfecting an area from &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt;.&lt;br /&gt;
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&amp;lt;u&amp;gt;Naga Fighter:&amp;lt;/u&amp;gt; when a patch of water is available, recruiting a &amp;lt;i&amp;gt;Naga Fighter&amp;lt;/i&amp;gt; may be required. While his range is very similar to the &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; due to his decent movetype on land, he cannot fight as well as the &amp;lt;i&amp;gt;Merman Fighter&amp;lt;/i&amp;gt; against them. The risk is to see a &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; appear and counter with its poorly resisted cold ranged attack. So careful scouting prior to an attack is a must.&lt;br /&gt;
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&amp;lt;u&amp;gt;Orcish Archer:&amp;lt;/u&amp;gt; he is Northerners' best weapon against &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; with their low defense everywhere and, for this reason, will attract &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; as if he was a mage. The other special of the &amp;lt;i&amp;gt;Orcish Archer&amp;lt;/i&amp;gt; is that he will be the only unit to make equal damage to any &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; regardless of his trait, so you can always use him on the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; that resists best the damage type you have recruited. You have to protect him though and leveling one is a big achievement for this matchup.&lt;br /&gt;
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&amp;lt;u&amp;gt;Orcish Assassin:&amp;lt;/u&amp;gt; the &amp;lt;i&amp;gt;Orcish Assassin&amp;lt;/i&amp;gt; while not being to kill much in this matchup has a lot of use, you can have one on the board at any time. If all Nightmares' units can be poisoned, the ones that give the hardest time to Northerners can be: &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt;. Poisoning &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; is particularly efficient as they possibly get a lot of damage in retaliation if they keep attacking so Nightmares do not want them to be low on HP. When the opportunity shows, poisoning the &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; is neat too.&lt;br /&gt;
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&amp;lt;u&amp;gt;Orcish Grunt:&amp;lt;/u&amp;gt; the loyal &amp;lt;i&amp;gt;Grunt&amp;lt;/i&amp;gt; proves himself again one of the best units in this matchup. Being able to do heavy retaliation on both &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;, he is in charge of clearing &amp;lt;i&amp;gt;Black Cats&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; from the map. When all the possible targets have been decimated, you can use him the protect your &amp;lt;i&amp;gt;Orcish Archer&amp;lt;/i&amp;gt; from &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; or your &amp;lt;i&amp;gt;Troll Whelp&amp;lt;/i&amp;gt; from &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Troll Whelp:&amp;lt;/u&amp;gt; he is the solution when the board starts looking like an egg incubator. His impact damage and regeneration, combined with his low price makes him any &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; spam a complete failure. The &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; like to use his arcane weakness to drain him so you should only recruit &amp;lt;i&amp;gt;Troll Whelp&amp;lt;/i&amp;gt; when the number of &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; requires them. The &amp;lt;i&amp;gt;Troll Whelp&amp;lt;/i&amp;gt;'s regeneration does not cure the effect of the &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt;'s jinx, so, if cursed, his defense will drop to a critical low.&lt;br /&gt;
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&amp;lt;u&amp;gt;Wolf Rider:&amp;lt;/u&amp;gt; with his exceptional movement and his three strike attack, the &amp;lt;i&amp;gt;Wolf Rider&amp;lt;/i&amp;gt; can have an use against Nightmares depending on your play style. He can track down wounded or poisoned units when they flee, he can also keep in range to &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; for free hit. Generally speaking, his movetype allows you to dispatch him wherever you need one hit or two without using one of your heavy hitters.&lt;br /&gt;
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&amp;lt;u&amp;gt;Summary:&amp;lt;/u&amp;gt;&lt;br /&gt;
There is two strategies to fight Nightmares with Northerners.&lt;br /&gt;
The first one is to rely on &amp;lt;i&amp;gt;Troll Whelps&amp;lt;/i&amp;gt; to control the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;. As a consequence, Nightmares will recruit &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; to heal on them while inflicting enough damage with &amp;lt;i&amp;gt;Troll Whelp&amp;lt;/i&amp;gt;'s arcane weakness and his low defense. On your side, you will recruit &amp;lt;i&amp;gt;Orcish Archers&amp;lt;/i&amp;gt; to beat the &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; down. You still have to recruit some &amp;lt;i&amp;gt;Orcish Grunts&amp;lt;/i&amp;gt; as he is still the best unit to hold at strategic place against the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;.&lt;br /&gt;
The second path you can go is to go for maximum of &amp;lt;i&amp;gt;Orcish Grunts&amp;lt;/i&amp;gt;. If so, be ready to see &amp;lt;i&amp;gt;Black Cats&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; coming in to take at them. They will be covered by &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; that you will target with some &amp;lt;i&amp;gt;Orcish Assassin&amp;lt;/i&amp;gt; to disrupt his organization and still some &amp;lt;i&amp;gt;Orcish Archers&amp;lt;/i&amp;gt;. As poison will be often used and you will face ranged units, the &amp;lt;i&amp;gt;Wolf Rider&amp;lt;/i&amp;gt; can bring additional tactics that can help getting a kill or extend the effect of poison on a trapped unit.&lt;/div&gt;</summary>
		<author><name>Krotop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=How_to_play_vs_Nightmares&amp;diff=34511</id>
		<title>How to play vs Nightmares</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=How_to_play_vs_Nightmares&amp;diff=34511"/>
		<updated>2010-03-13T17:44:54Z</updated>

		<summary type="html">&lt;p&gt;Krotop: /* Undead */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General strategy against Nightmares ==&lt;br /&gt;
The faction of Nightmares of Meloen is chaotic (except &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; that are neutral). It is composed of quite fast units with many specials or abilities. For this reason, if you command a lawful faction you have to follow strictly the day/night cycle. They can hit quite hard at night but on the other hand they have several units with low resistance or low defense. So according to the recruitment you did, you should be able to counter with some result at your best time of the day.&lt;br /&gt;
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The Nightmares of Meloen don't have particularly efficient units to hold on villages. Taking into account the high price of some of their units (&amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt;), you can try to win with your economy, getting their villages earlier, holding your villages longer, by preventing them to have enough gold to buy expensive units. They have some cheap units too, but depending on which faction you play, these sometimes lack of efficiency to hurt you.&lt;br /&gt;
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&amp;lt;u&amp;gt;Unhatched:&amp;lt;/u&amp;gt; as this unit will charge to inflict maximum damage, you should screen your ranged specialists so it can't reach them. To do so you might rely on different units according to its trait as each trait give it some resistance bonus for some damage type. If you succeed to have the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; able to attack only on your melee fighters, it might decide to do so, but will most likely receive retaliation. Get ready to finish them on your turn if the time is right.&lt;br /&gt;
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&amp;lt;u&amp;gt;Black Cat:&amp;lt;/u&amp;gt; with its magical attack and the jinx special, the &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt; is one of the first unit you may want to kill if you are not Undead. It benefits of high defense but her pretty bad resistances help to kill her in a minimum of strikes when your best time of the day has come. After it has hit you, &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt; or &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; will most likely follow to inflict heavy damage.&lt;br /&gt;
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&amp;lt;u&amp;gt;Life Thief:&amp;lt;/u&amp;gt; arcane melee with drains, we all know from those pesky &amp;lt;i&amp;gt;Ghosts&amp;lt;/i&amp;gt; that units of this kind are not easy to handle. &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; will be seen in any matchup but against Loyalists. Fight them with ranged fire or arcane, slow them or run away from them as they are rather slow. As their defense and their physical resistances are lower than the &amp;lt;i&amp;gt;Ghost&amp;lt;/i&amp;gt;'s, countering them with any range unit is good enough to deal with its additional hitpoints. Even the usage of blade or pierce melee can be acceptable from high defense, if you fight under an advantageous time of day.&lt;br /&gt;
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&amp;lt;u&amp;gt;Scornful Watcher:&amp;lt;/u&amp;gt; his ranged attack turns arcane resistance into weakness. For this reason, he will be Loyalists worst enemy and will be seen in numbers against Knalgans or Northerners. Slow and weak, Nightmares will have to cover him with his tanks. Your ability to win will often be measured by your ability to clean your way to hit him.&lt;br /&gt;
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&amp;lt;u&amp;gt;Howling Darkness:&amp;lt;/u&amp;gt; as an expensive unit without melee attack, the &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; is an ideal target when you are countering, but as it is fast and skirmisher, go for hitting the unit when you have a good chance to kill or it will slip through your net. It will often be use to support &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; on offense to reduce your retaliation and can be a threat itself at night especially against the cold fearing Drakes.&lt;br /&gt;
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&amp;lt;u&amp;gt;Unstable Elemental:&amp;lt;/u&amp;gt; this versatile unit can be used as a scout mostly in its tornado form that you can find in plain, road and castle. It will most likely never fight in this form and will prefer to move to hill or forest when he is ready to fight. Up to you to accept or not the challenge as it will be much slower in those forms. The &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; most disturbing use is when it moves behind your lines and take a defending form (quake, bramble or eventually whirlpool), cutting your retreat. The slow ranged attack of the bramble form, obviously combines well with &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s charge at level 1 and berserk at level 2.&lt;br /&gt;
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&amp;lt;u&amp;gt;Creepers:&amp;lt;/u&amp;gt; if you are not playing a chaotic faction, this unit should not change much in your strategy. You should keep trying to catch units with more hitpoints at your best time of the day, so that you don't waste too much fire power to kill this cheap unit. If you are chaotic though, you may have to adapt in order to cope with those pests that can hit you when you are at your weakest. When attacking &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt; on melee, target the ones with few &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt; around so that you reduce the retaliation. When they form a chain, you can consider breaking it in two to double their upkeep.&lt;br /&gt;
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== Drakes ==&lt;br /&gt;
If both teams were randomly picked, they will most probably be badly prepared for this very offensive match, but so you may, as the saurians you'll have picked early won't be your best weapons. The &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;, Nightmares best asset at attack, and the &amp;lt;i&amp;gt;Drake Burner&amp;lt;/i&amp;gt;, your own nightmare killer, are both expensive recruits so each side would wait to know their opponent before recruiting them. So if the game is starting at dawn, it is very likely that the first night will be quite peaceful and you will have plenty of time to equip yourself in &amp;lt;i&amp;gt;Burners&amp;lt;/i&amp;gt; for the next day.&lt;br /&gt;
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&amp;lt;i&amp;gt;Burners&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; are the best enemies and two of one kind can kill one of the other every turn at their best time of the day. It shows how crucial the dusk will be for your Drakes, so be ready to retreat in time. As you are at least as fast as the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;, if Nightmares has fallen back too much at day, you will have a easy retreat. If he has stayed close to you to prepare counter, retreat using &amp;lt;i&amp;gt;Drake Fighters&amp;lt;/i&amp;gt; to cover your &amp;lt;i&amp;gt;Burners&amp;lt;/i&amp;gt; from the &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt;. That strategy might fail if Nightmares succeed at trapping you with &amp;lt;i&amp;gt;Howling Darknesses&amp;lt;/i&amp;gt;. That is the reason why, using your &amp;lt;i&amp;gt;Drake Fighters&amp;lt;/i&amp;gt; on them at day is the second objective you have to meet to keep the match going.&lt;br /&gt;
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Depending on the number of &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; turning to &amp;lt;i&amp;gt;Skirmisher&amp;lt;/i&amp;gt; might be a decent alternative. Beside dealing free damage to the &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; when they are the most impetuous, the &amp;lt;i&amp;gt;Skirmisher&amp;lt;/i&amp;gt; have additional benefits: dealing a lot of retaliation to not slippery &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;, getting high defense units that might requires Nightmares to get more &amp;lt;i&amp;gt;Black Cats&amp;lt;/i&amp;gt;. On top of that, as saurians resist well &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;'s arcane, they can force Nightmares to turn to &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; that are of not much use against your Drakes.&lt;br /&gt;
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&amp;lt;u&amp;gt;Drake Burner:&amp;lt;/u&amp;gt; he is &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;'s fierest enemy. As you will definively see many of them around, getting as much &amp;lt;i&amp;gt;Burners&amp;lt;/i&amp;gt; as you can is a safe strategy. As only quick ones are truely faster than the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;, when they can't reach any, they can also have a shot at the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;. As both &amp;lt;i&amp;gt;Burner&amp;lt;/i&amp;gt;'s advancement are awesome against Nightmares, you should try to level one.&lt;br /&gt;
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&amp;lt;u&amp;gt;Drake Clasher:&amp;lt;/u&amp;gt; due to his slowness and his price, the &amp;lt;i&amp;gt;Clasher&amp;lt;/i&amp;gt; is not the best buy against Nightmares. You can however decide to get one if Nightmares haven't any &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; as it can retaliate the &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; charge with one of his two attacks depending on their trait. When &amp;lt;i&amp;gt;Howling Darknesses&amp;lt;/i&amp;gt; are around, their mobility and their cold attack will be devastating to the &amp;lt;i&amp;gt;Clasher&amp;lt;/i&amp;gt; with no chance of retaliation. You don't want them to have such easy kills.&lt;br /&gt;
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&amp;lt;u&amp;gt;Drake Fighter:&amp;lt;/u&amp;gt; the &amp;lt;i&amp;gt;Drake Fighter&amp;lt;/i&amp;gt; is necessary to cover &amp;lt;i&amp;gt;Burners&amp;lt;/i&amp;gt;' retreat at the end of the day as they will give maximum retaliation to &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s charge and they are relatively cheap. They should not however try to shield off the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt; as they won't be able to survive the whole night. When attacking, the &amp;lt;i&amp;gt;Drake Fighter&amp;lt;/i&amp;gt; should focus on the &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt;, the &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt; or the &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt;, but don't forget his fire range can cheaply harass the opponent's &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; if you have no better target.&lt;br /&gt;
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&amp;lt;u&amp;gt;Drake Glider:&amp;lt;/u&amp;gt; faster than the &amp;lt;i&amp;gt;Drake Fighter&amp;lt;/i&amp;gt; with better defence and an impact damage type that can scare away the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;, the &amp;lt;i&amp;gt;Drake Glider&amp;lt;/i&amp;gt; can be used for holding off the Nightmares when &amp;lt;i&amp;gt;Burners&amp;lt;/i&amp;gt; are retreating. During attack at day time, they will be useful mostly for trapping the Nightmares at dawn and prevent them from fleeing too easily. As they are not as efficient as the &amp;lt;i&amp;gt;Drake Fighter&amp;lt;/i&amp;gt; at dealing damage to the &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; the role they can play is still secondary and you should not recruit too many of them.&lt;br /&gt;
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&amp;lt;u&amp;gt;Saurian Augur:&amp;lt;/u&amp;gt; the &amp;lt;i&amp;gt;Augur&amp;lt;/i&amp;gt; with his low hitpoints and cold damage doesn't not play a big role in this matchup. He will have trouble getting away from the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; and Drakes won't have really time to protect him. Because the damages dealt are so heavy, his healing skill is minored in interest. His cold ranged attack should be used on &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; or anything else that he can kill. You may take your chance and feed him with kills as at level 2, the &amp;lt;i&amp;gt;Soothsayer&amp;lt;/i&amp;gt; will be able to cure &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt;'s jinx.&lt;br /&gt;
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&amp;lt;u&amp;gt;Saurian Skirmisher:&amp;lt;/u&amp;gt; Depending on the number of &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; the &amp;lt;i&amp;gt;Skirmisher&amp;lt;/i&amp;gt; might be a good choice for recruitment. Nearly as fast as them, doing free damage on melee, they beat them in price. However, due to Saurians' weakness on both cold and impact, keeping them alive might be a difficult task. Hence it is only possible if &amp;lt;i&amp;gt;Howling Darknesses&amp;lt;/i&amp;gt; are enough to guarantee a target before &amp;lt;i&amp;gt;Skirmisher&amp;lt;/i&amp;gt; dies.&lt;br /&gt;
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== Knalgan ==&lt;br /&gt;
When you get the Knalgan Alliance against Nightmares, you will be in control of the game. Just recruiting &amp;lt;i&amp;gt;Dwarvish Fighters&amp;lt;/i&amp;gt; or &amp;lt;i&amp;gt;Footpads&amp;lt;/i&amp;gt; will already be a test of your opponent's skill at playing Nightmares. He will have to combine the most efficient use of his units with some well thought gamble with &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; to get a game to play. Add some &amp;lt;i&amp;gt;Dwarvish Thunderers&amp;lt;/i&amp;gt; and a &amp;lt;i&amp;gt;Dwarvish Ulfserker&amp;lt;/i&amp;gt; even the most seasoned Nightmares' players will have a hard time. &lt;br /&gt;
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&amp;lt;u&amp;gt;Dwarvish Fighter:&amp;lt;/u&amp;gt; with their dual blade/impact damage type, the &amp;lt;i&amp;gt;Dwarvish Fighters&amp;lt;/i&amp;gt; are the purest anti-&amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; units in the game, so get enough of them to control the &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt;. When the time has come for you to attack, they will obviously be good at taking down anything around. Just make sure to keep them on good defense, when they have been cursed, they are still probably better sitting on their favorite terrain with a defense lowered to around 50% rather than running on worse terrain for cover. Hitting back the &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt; who just cursed them is often the best they can do.&lt;br /&gt;
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&amp;lt;u&amp;gt;Dwarvish Guardsman:&amp;lt;/u&amp;gt; slow, expensive and with low damage, you can't make enough use of his pierce attack to recruit any of them. As the &amp;lt;i&amp;gt;Dwarvish Fighter&amp;lt;/i&amp;gt; makes such a good job at countering the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;, you won't need the &amp;lt;i&amp;gt;Dwarvish Guardsman&amp;lt;/i&amp;gt;'s steadfast either.&lt;br /&gt;
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&amp;lt;u&amp;gt;Dwarvish Thunderer:&amp;lt;/u&amp;gt; his ranged attack, his good resistance and good hitpoints, the &amp;lt;i&amp;gt;Dwarvish Thunderer&amp;lt;/i&amp;gt; is a good recruit. He will be mainly useful to stay in control at night when the Nightmares are pushing. When staying on mountain, he can stand well against &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; and has a chance to to massive retaliation on &amp;lt;i&amp;gt;Black Cats&amp;lt;/i&amp;gt; or &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt;. His main offensive role will be to aim at &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt;, and if you meet many of these, the &amp;lt;i&amp;gt;Dwarvish Thunderer&amp;lt;/i&amp;gt; will become a necessity.&lt;br /&gt;
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&amp;lt;u&amp;gt;Dwarvish Ulfserker:&amp;lt;/u&amp;gt; with his guaranteed safe kill on the &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; and great chance to kill &amp;lt;i&amp;gt;Black Cats&amp;lt;/i&amp;gt; or &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt;, the &amp;lt;i&amp;gt;Ulfserker&amp;lt;/i&amp;gt; is an obvious good recruit to get. However, he can get drained to death by the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;. In some circumstances the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; can also kill him, so always make sure you can cover him properly before attacking. If there are some &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt; around, remember that a group of four or five (depending on traits) of them has a good chance to kill a full health &amp;lt;i&amp;gt;Ulfserker&amp;lt;/i&amp;gt;.&lt;br /&gt;
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&amp;lt;u&amp;gt;Footpad:&amp;lt;/u&amp;gt; with his double impact attacks he is a very convenient unit to have against Nightmares. The &amp;lt;i&amp;gt;Footpad&amp;lt;/i&amp;gt; can attack on range the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; for free hit (he has good chance of hitting once has &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s defense is below 50% nearly everywhere), while his excellent defense, good hitpoints and impact melee makes it difficult for the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; to handle him when pushing.&lt;br /&gt;
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&amp;lt;u&amp;gt;Gryphon Rider:&amp;lt;/u&amp;gt; while the &amp;lt;i&amp;gt;Gryphon Rider&amp;lt;/i&amp;gt; is an awesome offensive unit, it might have a hard time when fighting Nightmares. He can easily be trapped by the &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; or the &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt;, which could potentially hurt him a lot due to his impact weakness. Even if it does tremendous retaliation on &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s charge, if the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s trait give him a boost in blade resistance (lowering each hit's damage by 5 hitpoints), he will never think twice before charging him taking into account their difference in price (except at day time). Be prudent when using the &amp;lt;i&amp;gt;Gryphon Rider&amp;lt;/i&amp;gt;, while most of the time, he only needs two hits on a &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt; for the kill, putting to much hope on two hits on a 60+ defense unit, might be a gamble with &amp;lt;i&amp;gt;Gryphon Rider&amp;lt;/i&amp;gt;'s 24 gold.&lt;br /&gt;
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&amp;lt;u&amp;gt;Poacher:&amp;lt;/u&amp;gt; the &amp;lt;i&amp;gt;Poacher&amp;lt;/i&amp;gt; can give to your recruitment a different flavor. Best defense on forest, he can make use of this common terrain that Dwarves will avoid. He can supply some hit on the &amp;lt;i&amp;gt;Life thief&amp;lt;/i&amp;gt; and retaliation on &amp;lt;i&amp;gt;Black Cats&amp;lt;/i&amp;gt; or &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; for cheap price. When the &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; get more frequent, the &amp;lt;i&amp;gt;Footpad&amp;lt;/i&amp;gt; is a better recruit though, since the &amp;lt;i&amp;gt;Poacher&amp;lt;/i&amp;gt; is such a juicy target for them.&lt;br /&gt;
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&amp;lt;u&amp;gt;Thief:&amp;lt;/u&amp;gt; the &amp;lt;i&amp;gt;Thief&amp;lt;/i&amp;gt; can be best used to counter Nightmares when they put themselves on bad defense without making much damage. If the &amp;lt;i&amp;gt;Thief&amp;lt;/i&amp;gt; can walk around and backstab anything, he will probably be able to make enough damage to make up for his gold. If one &amp;lt;i&amp;gt;Thief&amp;lt;/i&amp;gt; got a kill, you might try to feed him with XP to level him. As &amp;lt;i&amp;gt;Thieves&amp;lt;/i&amp;gt; have quite low hitpoints and bad resistance on nearly all Nightmares' damage, no need to get several of them as you can't reasonably hope you will get opportunity to backstab with several of them. Counting on a &amp;lt;i&amp;gt;Thief&amp;lt;/i&amp;gt; based strategy is quite risky though, because they are very quick to fall under the &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt;/&amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; combination.&lt;br /&gt;
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== Loyalists ==&lt;br /&gt;
When Loyalists' player realizes he faces Nightmares of Meloen, his attention should constantly be focused on the &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt;. The large range of Loyalists' melee units can be used to bring them down before night. As your opponent will try his best as zocing you out from getting at his &amp;lt;i&amp;gt;Watchers&amp;lt;/i&amp;gt;, recruiting a bit of any melee units is one important step to ruin his strategy.&lt;br /&gt;
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While the &amp;lt;i&amp;gt;Spearman&amp;lt;/i&amp;gt; gets the best damage per gold, he is quite easily controlled by the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;. Hence you should have some &amp;lt;i&amp;gt;Cavalrymen&amp;lt;/i&amp;gt; to attack from the distance, moreover his good impact resistance can make him a good blocker against the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;.&lt;br /&gt;
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When attacking &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; with &amp;lt;i&amp;gt;Mages&amp;lt;/i&amp;gt; you should try to finish from fear that Nightmares sacrifice him on your &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt; hoping for a kill. For most others attack combo, the most important is to deal maximum damage. As the Nightmares don't really have an efficient village holder, they will have to give up villages reducing their ability to heal. The only exception is the &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt; as he is so deadly that you want to have him dead.&lt;br /&gt;
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&amp;lt;u&amp;gt;Bowman:&amp;lt;/u&amp;gt; the &amp;lt;i&amp;gt;Bowman&amp;lt;/i&amp;gt; is less efficient at dealing damage to Nightmares than the &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt;. For this reason you should restrain yourself from getting them. However, if you lack gold or if you already have one, it can be quite useful poking safely the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt; and the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; or against the &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt; at retaliating. His additional hitpoints can be a life saver.&lt;br /&gt;
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&amp;lt;u&amp;gt;Cavalryman:&amp;lt;/u&amp;gt; this is a key unit for this matchup. His high resistance to impact damage helps containing the Nightmares push at night while his speed allows him to switch quickly to the attack mode on &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt;. The &amp;lt;i&amp;gt;Cavalryman&amp;lt;/i&amp;gt; can also successfully chase down a fleeing &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; and you can use his 3 strikes to ensure a hit on the &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt;. His blade damage is also doing well against the bramble form of the &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt;. So get some of them and try to level one.&lt;br /&gt;
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&amp;lt;u&amp;gt;Fencer:&amp;lt;/u&amp;gt; get them if wounded &amp;lt;i&amp;gt;Howling Darknesses&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; keep escaping your grip. They will only have small use in defense, as the combination of &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt;'s jinx attack and their own bad resistance are promises of short life when facing the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;. If you have no problem killing your quota of &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; you probably better keep the gold for a &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt;.&lt;br /&gt;
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&amp;lt;u&amp;gt;Heavy Infantry:&amp;lt;/u&amp;gt; do only recruit them when Nightmares abuse of &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt;. As soon as they appear, they will be the target of &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; to clear the way for the &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt;. As your &amp;lt;i&amp;gt;Heavy Infantry&amp;lt;/i&amp;gt;'s armor is no use against them, you should make sure they are in &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt;'s range only at the second night otherwise you will probably lose too much gold. Due to their slowness, they will only be useful in defense so the best time to get recruit them is usually at dusk or first night. On attack they should target anything but the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt; whenever possible.&lt;br /&gt;
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&amp;lt;u&amp;gt;Horseman:&amp;lt;/u&amp;gt; while the &amp;lt;i&amp;gt;Horseman&amp;lt;/i&amp;gt; powerful charge let's you hope of huge damage, its cost is a deterrent to having one in the early game. If the game gets longer and you succeed in cashing enough gold, you can then get one as he will do well at &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt; assassination with his impact resistance cutting down the retaliation, and will simply be deadly against the &amp;lt;i&amp;gt;Howling Darknesses&amp;lt;/i&amp;gt;.&lt;br /&gt;
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&amp;lt;u&amp;gt;Mage:&amp;lt;/u&amp;gt; the &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt; will be a powerful weapon against the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;. However, his low hitpoints require you to protect them at any time of the day. Hit the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; you have the best chance to kill, as even wounded his charge attack is danger for your &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt;'s life. Because he is so weak against the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;, don't feed him with kills. He will probably never live long enough to level.&lt;br /&gt;
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&amp;lt;u&amp;gt;Merman Fighter:&amp;lt;/u&amp;gt; when water is present in the map, getting a &amp;lt;i&amp;gt;Merman Fighter&amp;lt;/i&amp;gt; or two is a good idea. Since Nightmares don't have good movement on water, they can force the &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; to move to water to control them or they will be able to reach the &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt;. When facing a whirlpool form of the &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; do not fear to engage in combat as they have worst resistance than your &amp;lt;i&amp;gt;Merman Fighters&amp;lt;/i&amp;gt;.&lt;br /&gt;
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&amp;lt;u&amp;gt;Spearman:&amp;lt;/u&amp;gt; as always, the &amp;lt;i&amp;gt;Spearman&amp;lt;/i&amp;gt; will be the first recruit to turn to. He can both retaliate hard on the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s charges and do severe damage to the &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt;. His low price allows you to get enough to protect efficiently your &amp;lt;i&amp;gt;Mages&amp;lt;/i&amp;gt; from the threat of &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt;. Combining with &amp;lt;i&amp;gt;Cavalryman&amp;lt;/i&amp;gt; is a must though, as you want to diversify your damage type to leverage on the resistance bonus of the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s trait and get more speed to chase Nightmares down when the day comes.&lt;br /&gt;
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== Undead ==&lt;br /&gt;
Having to fight Nightmares is one to the toughest experience for Undead. Unlike what they are used to, Undead in this matchup will play by counter-attack as the ability of make the most damages is not on their side. While you will be relatively safe on the ranged front, the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s impact will break your &amp;lt;i&amp;gt;Skeletons&amp;lt;/i&amp;gt; in piece, the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;'s arcane will tear them apart while the cheap &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt;' banding is an additional threat to your &amp;lt;i&amp;gt;Dark Adepts&amp;lt;/i&amp;gt;. So you will have to turn on the survival mode as soon as possible, recruiting &amp;lt;i&amp;gt;Ghoul&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Ghost&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Walking Corpse&amp;lt;/i&amp;gt;, still some &amp;lt;i&amp;gt;Skeletons&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Dark Adept&amp;lt;/i&amp;gt; for the counter.&lt;br /&gt;
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Always keep a decent amount of &amp;lt;i&amp;gt;Dark Adepts&amp;lt;/i&amp;gt; on the board in order to keep Nightmares under pressure of a possible attack and the threat of a hard counter-strike. This way you will be ruling on the ranged as they will rule on the melee part. As you will unlikely face the threat of &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; in the beginning, you will have to deal with &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; first by recruiting &amp;lt;i&amp;gt;Walking Corpses&amp;lt;/i&amp;gt; to contain them and keeping your &amp;lt;i&amp;gt;Skeletons&amp;lt;/i&amp;gt; on high defense. While your &amp;lt;i&amp;gt;Walking Corpses&amp;lt;/i&amp;gt; begin taming the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;, Nightmares will send more &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt;. Try to make them attack your &amp;lt;i&amp;gt;Skeletons&amp;lt;/i&amp;gt; as if they get wounded, they will become an easy job for your &amp;lt;i&amp;gt;Dark Adepts&amp;lt;/i&amp;gt;. &lt;br /&gt;
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It is quite sure that at a certain moment, as your &amp;lt;i&amp;gt;Walking Corpses&amp;lt;/i&amp;gt; starts getting annoying, Nightmares will recruit &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt;. As level 0 units, they are quite a natural opposition for the &amp;lt;i&amp;gt;Walking Corpses&amp;lt;/i&amp;gt;, however they require some special techniques to deal with them. &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt; have a neutral alignment so you better fight them at night as two hits will be enough to kill them (they won't get plagued). Because the banding ability can make them inflict high damage you should always try to attack the most isolated ones, if you really need to kill one in the pack, better use the &amp;lt;i&amp;gt;Skeleton&amp;lt;/i&amp;gt; as he resists strongly their pierce.&lt;br /&gt;
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&amp;lt;u&amp;gt;Dark Adept:&amp;lt;/u&amp;gt; again, the &amp;lt;i&amp;gt;Dark Adept&amp;lt;/i&amp;gt; will be your best unit for attacking. The threat of the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s charge will be the major challenge, as three hits are enough to kill an adept at night. When they are in position to attack they should hit the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; first as they will do maximum damage against them. The second best choice being the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;. Try to pick your target so your &amp;lt;i&amp;gt;Dark Adept&amp;lt;/i&amp;gt; can take the shoot from good defense or make sure you can cover him immediately. You'll want to go for a kill each time you attempt to damage an &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;, because even a badly hurt one will safely charge your &amp;lt;i&amp;gt;Dark Adept&amp;lt;/i&amp;gt; for massive damage before dying.&lt;br /&gt;
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&amp;lt;u&amp;gt;Ghost:&amp;lt;/u&amp;gt; with drains on its arcane melee, the &amp;lt;i&amp;gt;Ghost&amp;lt;/i&amp;gt; can enjoy this matchup. It is simply unattackable by the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; without very heavy risk, and efficient enough to deal damages to the &amp;lt;i&amp;gt;aberrations&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt;and to a lesser extend to the &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt;. Its only problem will be when facing full health &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; or &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt;. As the &amp;lt;i&amp;gt;Ghost&amp;lt;/i&amp;gt; has worst resistance, less hitpoints and doesn't hit as hard, it should not engage in direct fight with them. Hopefully it can rely on its better movement points to make sure to keep far enough, as long as it doesn't get slowed by the bramble form of the &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt;.&lt;br /&gt;
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&amp;lt;u&amp;gt;Ghoul:&amp;lt;/u&amp;gt; don't underestimate the &amp;lt;i&amp;gt;Ghoul&amp;lt;/i&amp;gt; role in this matchup. It is a decent candidate for holding village against &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; with its poison retaliation, and &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; with its relative resistance to arcane. He can also poison &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; to force them to heal, depriving Nightmares of support units.&lt;br /&gt;
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&amp;lt;u&amp;gt;Skeleton:&amp;lt;/u&amp;gt; it is a good support unit against Nightmares. As it certainly fears the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s impact and &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;'s arcane melee, he can cause enough damage to make its sacrifice worthwhile. While the &amp;lt;i&amp;gt;Skeleton&amp;lt;/i&amp;gt; can help clearing &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt; out of the way, it is not worth putting it on bad defense terrain for that as the Nightmares' counter will hurt him badly. It is also the best damage dealer against &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt; if they are present on the field. But it is not worth to feed it with kills, better use a &amp;lt;i&amp;gt;Walking Corpse&amp;lt;/i&amp;gt; to plague them, or try to upgrade a &amp;lt;i&amp;gt;Ghost&amp;lt;/i&amp;gt;.&lt;br /&gt;
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&amp;lt;u&amp;gt;Skeleton Archer:&amp;lt;/u&amp;gt; do not recruit any &amp;lt;i&amp;gt;Archer&amp;lt;/i&amp;gt;, they are made of the kind of bones &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; likes to play with. At any time of the day, the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; will be attracted by them and his impact charge attack will destroy them within the second. There is no way the &amp;lt;i&amp;gt;Skeleton Archer&amp;lt;/i&amp;gt; can make enough damage before dying to repay its gold.&lt;br /&gt;
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&amp;lt;u&amp;gt;Vampire Bat:&amp;lt;/u&amp;gt; even the hax power of the &amp;lt;i&amp;gt;Bat&amp;lt;/i&amp;gt; is not enough to save them against the charge of an &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;. Any bat is killed in two hits and the intelligent ones are dead in one single hit at night. If you got one, use it to steal village or disrupt Nightmares' organization. But stay away from &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; at all time.&lt;br /&gt;
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&amp;lt;u&amp;gt;Walking Corpse:&amp;lt;/u&amp;gt; the use of &amp;lt;i&amp;gt;Walking Corpse&amp;lt;/i&amp;gt; is mainly for obstructing, screening off &amp;lt;i&amp;gt;Dark Adepts&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Skeletons&amp;lt;/i&amp;gt; from their foes. You can also place them around units that are holding a position to reduce the number of spots available for attack. On attack, they should focus on &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;.&lt;br /&gt;
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== Rebels ==&lt;br /&gt;
When Rebels realize they are playing against Nightmares, their first idea will be to get some &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt;. While this is a good idea, the best is too wait for dawn or second night to get one, so that Nightmares are at the closest to launch the counter. When you get your &amp;lt;i&amp;gt;Wose&amp;lt;/i&amp;gt;, you need to get some &amp;lt;i&amp;gt;Mages&amp;lt;/i&amp;gt; quickly. They will make &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; think twice before pushing at the end of the night when your &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt; get engaged. At other time of the day, better to keep recruiting Elves.&lt;br /&gt;
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On counter, use the &amp;lt;i&amp;gt;Wose&amp;lt;/i&amp;gt; first on &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; at dawn, backed by &amp;lt;i&amp;gt;Mages&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Elvish Shaman&amp;lt;/i&amp;gt; staying on good defense to slow any &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; or &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;, the &amp;lt;i&amp;gt;Elvish Fighters&amp;lt;/i&amp;gt; covering up while other units deploy to get ready for the push. When pushing keep the &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt; moving full speed while Elves try to slow, zoc in and trap Nightmares. When attacking, use &amp;lt;i&amp;gt;Elvish Fighters&amp;lt;/i&amp;gt; on &amp;lt;i&amp;gt;Black Cats&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Mages&amp;lt;/i&amp;gt; on &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Elvish Shamans&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt; on &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;.&lt;br /&gt;
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When retreating, let the &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt; go full speed while using &amp;lt;i&amp;gt;Elvish Fighters&amp;lt;/i&amp;gt; cover the fleeing &amp;lt;i&amp;gt;Mages&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Elvish Shamans&amp;lt;/i&amp;gt;. As they will get wounded pretty badly keep on recruiting more to be able to hold until next day. When you can't retreat anymore, use to Elves in lines, &amp;lt;i&amp;gt;Elvish Fighters&amp;lt;/i&amp;gt; on the most exposed spots and &amp;lt;i&amp;gt;Elvish Archers&amp;lt;/i&amp;gt; or &amp;lt;i&amp;gt;Elvish Scouts&amp;lt;/i&amp;gt; elsewhere. Keep slowing &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; if your healthiest &amp;lt;i&amp;gt;Elvish Shaman&amp;lt;/i&amp;gt; can stay on forest with some cover. On defense at night, do not use the &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt; to hold the line, but rather leave them behind to regenerate as it will help make the Nightmares' &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; aimless.&lt;br /&gt;
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&amp;lt;u&amp;gt;Elvish Archer:&amp;lt;/u&amp;gt; if the &amp;lt;i&amp;gt;Elvish Archer&amp;lt;/i&amp;gt; does not make as much damage as the &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt; and does not have has much hitpoints as the &amp;lt;i&amp;gt;Elvish Fighter&amp;lt;/i&amp;gt; he can still be of some use. It can increase the speed of your army while making significant damage on Nightmares' melee units for free. He can replace an &amp;lt;i&amp;gt;Elvish Scout&amp;lt;/i&amp;gt; but can't take the role of an &amp;lt;i&amp;gt;Elvish Fighter&amp;lt;/i&amp;gt;. So recruiting some is enough.&lt;br /&gt;
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&amp;lt;u&amp;gt;Elvish Fighter:&amp;lt;/u&amp;gt; there is obviously no chance for you to win in this matchup if you don't rely on &amp;lt;i&amp;gt;Elvish Fighter&amp;lt;/i&amp;gt; resilience and punch. He is the guy that will bring down any ranged units of Nightmares, and he will make maximum retaliation on &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; or &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt; before leaving. That is the best hitpoints that money can buy and he will act trustfully as &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt;'s or &amp;lt;i&amp;gt;Elvish Shaman&amp;lt;/i&amp;gt;'s bodyguard.&lt;br /&gt;
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&amp;lt;u&amp;gt;Elvish Scout:&amp;lt;/u&amp;gt; on wide maps, it can be good to have some, but most of time, you will get one for village grabbing only. In the middle of the game, you will go for &amp;lt;i&amp;gt;Elvish Fighters&amp;lt;/i&amp;gt; and an &amp;lt;i&amp;gt;Elvish Archer&amp;lt;/i&amp;gt; once in a while. You will recruit more &amp;lt;i&amp;gt;Elvish Scouts&amp;lt;/i&amp;gt; only is you think that you have some chances to level them with the required XP being one kill lower then &amp;lt;i&amp;gt;Elvish Archers&amp;lt;/i&amp;gt;'.&lt;br /&gt;
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&amp;lt;u&amp;gt;Elvish Shaman:&amp;lt;/u&amp;gt; she is as usual the hidden treasure of the Rebels. With slow special, she is able to reduce the damage Nightmares will inflict at night and nailed down the &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; when they have to retreat. With her high defense on forest, she is quite difficult to take down for the &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; while they can't really get help from the &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt; as he would feared to get slowed in front of angry &amp;lt;i&amp;gt;Elvish Fighters&amp;lt;/i&amp;gt;.&lt;br /&gt;
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&amp;lt;u&amp;gt;Mage:&amp;lt;/u&amp;gt; the use of Rebels' &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt; will be quite different from Loyalists'. As the presence of &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt; will call for &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt;, the &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt;'s main role will be to put pressure on them and counter when the day comes. For this job, a quick mage is best as he can catch up with running &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt;. When targeting them, make sure you hit the ones with most XP as you don't want one to level. He will again be the preferred target for the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; and hence should be covered with &amp;lt;i&amp;gt;Elvish Fighters&amp;lt;/i&amp;gt; at night as the &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt; will be busy running away from &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt;.&lt;br /&gt;
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&amp;lt;u&amp;gt;Merman Hunter:&amp;lt;/u&amp;gt; less useful than the Loyalists' &amp;lt;i&amp;gt;Merman Fighter&amp;lt;/i&amp;gt;, he still can get some use if a patch of water in present in the map. Try to use them to fix an &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; in the water. Don't hesitate to attack him as your resistances are better than his.&lt;br /&gt;
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&amp;lt;u&amp;gt;Wose:&amp;lt;/u&amp;gt; you can recruit some &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt; as he is very efficient at countering the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s charges or taking them down at day time. While he is resistant to most Nightmares' attacks, he is very weak when facing the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt; who can inflict heavy damage with its arcane melee while getting healed from drains. As the &amp;lt;i&amp;gt;Wose&amp;lt;/i&amp;gt; is as expensive and slower then the &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; you can't afford to let him fight them alone and should back him with &amp;lt;i&amp;gt;Mages&amp;lt;/i&amp;gt;.&lt;br /&gt;
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== Northerners ==&lt;br /&gt;
Both factions do have tremendous melee heavy hitters: the cheap &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; and the cheaper &amp;lt;i&amp;gt;Orcish Grunt&amp;lt;/i&amp;gt;. Relying on them to make a breakthrough is quite a gamble and the best way to keep in control of the game is more than often making the best use of the ranged fighters, the &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt; for one side, the &amp;lt;i&amp;gt;Orcish Archer&amp;lt;/i&amp;gt; for the other. Due to the threat they represent, they will be the focus of the melee unit tactics.&lt;br /&gt;
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Another similarity between these two factions is how the &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt; and the &amp;lt;i&amp;gt;Orcish Assassin&amp;lt;/i&amp;gt; are used. Both unit bypass the defense to hit the target and disrupt it until it has healed on a village. As both factions, don't have a healer, the villages is an important asset and should be kept at all time. Your &amp;lt;i&amp;gt;Orcish Assassin&amp;lt;/i&amp;gt; does only impact a couple of Nightmares' units so you should keep them in low number.&lt;br /&gt;
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Northerners makes better use of terrain to improve defense so you push Nightmares to fight you on patches of good terrain. Keep in mind to always put in front the units with more hitpoints so to make maximum retaliation and give you opportunity to kill on your turn. They also have more diverse damage type available and so can more easily press on &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s weak point depending on his trait.&lt;br /&gt;
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&amp;lt;u&amp;gt;Goblin Spearman:&amp;lt;/u&amp;gt; evidence that the little one from the Orcs family play an essential role has still to be found. But you can still get a couple of &amp;lt;i&amp;gt;Goblin Spearmen&amp;lt;/i&amp;gt; in some circumstances. They can be helpful at taking down the ranged oriented &amp;lt;i&amp;gt;Black Cats&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt;, can hold a village quite well when facing a single &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; and can give a hand at disinfecting an area from &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt;.&lt;br /&gt;
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&amp;lt;u&amp;gt;Naga Fighter:&amp;lt;/u&amp;gt; when a patch of water is available, recruiting a &amp;lt;i&amp;gt;Naga Fighter&amp;lt;/i&amp;gt; may be required. While his range is very similar to the &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; due to his decent movetype on land, he cannot fight as well as the &amp;lt;i&amp;gt;Merman Fighter&amp;lt;/i&amp;gt; against them. The risk is to see a &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; appear and counter with its poorly resisted cold ranged attack. So careful scouting prior to an attack is a must.&lt;br /&gt;
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&amp;lt;u&amp;gt;Orcish Archer:&amp;lt;/u&amp;gt; he is Northerners' best weapon against &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; with their low defense everywhere and, for this reason, will attract &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; as if he was a mage. The other special of the &amp;lt;i&amp;gt;Orcish Archer&amp;lt;/i&amp;gt; is that he will be the only unit to make equal damage to any &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; regardless of his trait, so you can always use him on the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; that resists best the damage type you have recruited. You have to protect him though and leveling one is a big achievement for this matchup.&lt;br /&gt;
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&amp;lt;u&amp;gt;Orcish Assassin:&amp;lt;/u&amp;gt; the &amp;lt;i&amp;gt;Orcish Assassin&amp;lt;/i&amp;gt; while not being to kill much in this matchup has a lot of use, you can have one on the board at any time. If all Nightmares' units can be poisoned, the ones that give the hardest time to Northerners can be: &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt;. Poisoning &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; is particularly efficient as they possibly get a lot of damage in retaliation if they keep attacking so Nightmares do not want them to be low on HP. When the opportunity shows, poisoning the &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; is neat too.&lt;br /&gt;
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&amp;lt;u&amp;gt;Orcish Grunt:&amp;lt;/u&amp;gt; the loyal &amp;lt;i&amp;gt;Grunt&amp;lt;/i&amp;gt; proves himself again one of the best units in this matchup. Being able to do heavy retaliation on both &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;, he is in charge of clearing &amp;lt;i&amp;gt;Black Cats&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; from the map. When all the possible targets have been decimated, you can use him the protect your &amp;lt;i&amp;gt;Orcish Archer&amp;lt;/i&amp;gt; from &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; or your &amp;lt;i&amp;gt;Troll Whelp&amp;lt;/i&amp;gt; from &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt;.&lt;br /&gt;
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&amp;lt;u&amp;gt;Troll Whelp:&amp;lt;/u&amp;gt; he is the solution when the board starts looking like an egg incubator. His impact damage and regeneration, combined with his low price makes him any &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; spam a complete failure. The &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; like to use his arcane weakness to drain him so you should only recruit &amp;lt;i&amp;gt;Troll Whelp&amp;lt;/i&amp;gt; when the number of &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; requires them. The &amp;lt;i&amp;gt;Troll Whelp&amp;lt;/i&amp;gt;'s regeneration does not cure the effect of the &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt;'s jinx, so, if cursed, his defense will drop to a critical low.&lt;br /&gt;
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&amp;lt;u&amp;gt;Wolf Rider:&amp;lt;/u&amp;gt; with his exceptional movement and his three strike attack, the &amp;lt;i&amp;gt;Wolf Rider&amp;lt;/i&amp;gt; can have an use against Nightmares depending on your play style. He can track down wounded or poisoned units when they flee, he can also keep in range to &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; for free hit. Generally speaking, his movetype allows you to dispatch him wherever you need one hit or two without using one of your heavy hitters.&lt;br /&gt;
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&amp;lt;u&amp;gt;Summary:&amp;lt;/u&amp;gt;&lt;br /&gt;
There is two strategies to fight Nightmares with Northerners.&lt;br /&gt;
The first one is to rely on &amp;lt;i&amp;gt;Troll Whelps&amp;lt;/i&amp;gt; to control the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;. As a consequence, Nightmares will recruit &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; to heal on them while inflicting enough damage with &amp;lt;i&amp;gt;Troll Whelp&amp;lt;/i&amp;gt;'s arcane weakness and his low defense. On your side, you will recruit &amp;lt;i&amp;gt;Orcish Archers&amp;lt;/i&amp;gt; to beat the &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; down. You still have to recruit some &amp;lt;i&amp;gt;Orcish Grunts&amp;lt;/i&amp;gt; as he is still the best unit to hold at strategic place against the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;.&lt;br /&gt;
The second path you can go is to go for maximum of &amp;lt;i&amp;gt;Orcish Grunts&amp;lt;/i&amp;gt;. If so, be ready to see &amp;lt;i&amp;gt;Black Cats&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; coming in to take at them. They will be covered by &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; that you will target with some &amp;lt;i&amp;gt;Orcish Assassin&amp;lt;/i&amp;gt; to disrupt his organization and still some &amp;lt;i&amp;gt;Orcish Archers&amp;lt;/i&amp;gt;. As poison will be often used and you will face ranged units, the &amp;lt;i&amp;gt;Wolf Rider&amp;lt;/i&amp;gt; can bring additional tactics that can help getting a kill or extend the effect of poison on a trapped unit.&lt;/div&gt;</summary>
		<author><name>Krotop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=How_to_play_vs_Nightmares&amp;diff=34510</id>
		<title>How to play vs Nightmares</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=How_to_play_vs_Nightmares&amp;diff=34510"/>
		<updated>2010-03-13T17:21:24Z</updated>

		<summary type="html">&lt;p&gt;Krotop: /* Knalgan */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General strategy against Nightmares ==&lt;br /&gt;
The faction of Nightmares of Meloen is chaotic (except &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; that are neutral). It is composed of quite fast units with many specials or abilities. For this reason, if you command a lawful faction you have to follow strictly the day/night cycle. They can hit quite hard at night but on the other hand they have several units with low resistance or low defense. So according to the recruitment you did, you should be able to counter with some result at your best time of the day.&lt;br /&gt;
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The Nightmares of Meloen don't have particularly efficient units to hold on villages. Taking into account the high price of some of their units (&amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt;), you can try to win with your economy, getting their villages earlier, holding your villages longer, by preventing them to have enough gold to buy expensive units. They have some cheap units too, but depending on which faction you play, these sometimes lack of efficiency to hurt you.&lt;br /&gt;
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&amp;lt;u&amp;gt;Unhatched:&amp;lt;/u&amp;gt; as this unit will charge to inflict maximum damage, you should screen your ranged specialists so it can't reach them. To do so you might rely on different units according to its trait as each trait give it some resistance bonus for some damage type. If you succeed to have the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; able to attack only on your melee fighters, it might decide to do so, but will most likely receive retaliation. Get ready to finish them on your turn if the time is right.&lt;br /&gt;
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&amp;lt;u&amp;gt;Black Cat:&amp;lt;/u&amp;gt; with its magical attack and the jinx special, the &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt; is one of the first unit you may want to kill if you are not Undead. It benefits of high defense but her pretty bad resistances help to kill her in a minimum of strikes when your best time of the day has come. After it has hit you, &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt; or &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; will most likely follow to inflict heavy damage.&lt;br /&gt;
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&amp;lt;u&amp;gt;Life Thief:&amp;lt;/u&amp;gt; arcane melee with drains, we all know from those pesky &amp;lt;i&amp;gt;Ghosts&amp;lt;/i&amp;gt; that units of this kind are not easy to handle. &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; will be seen in any matchup but against Loyalists. Fight them with ranged fire or arcane, slow them or run away from them as they are rather slow. As their defense and their physical resistances are lower than the &amp;lt;i&amp;gt;Ghost&amp;lt;/i&amp;gt;'s, countering them with any range unit is good enough to deal with its additional hitpoints. Even the usage of blade or pierce melee can be acceptable from high defense, if you fight under an advantageous time of day.&lt;br /&gt;
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&amp;lt;u&amp;gt;Scornful Watcher:&amp;lt;/u&amp;gt; his ranged attack turns arcane resistance into weakness. For this reason, he will be Loyalists worst enemy and will be seen in numbers against Knalgans or Northerners. Slow and weak, Nightmares will have to cover him with his tanks. Your ability to win will often be measured by your ability to clean your way to hit him.&lt;br /&gt;
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&amp;lt;u&amp;gt;Howling Darkness:&amp;lt;/u&amp;gt; as an expensive unit without melee attack, the &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; is an ideal target when you are countering, but as it is fast and skirmisher, go for hitting the unit when you have a good chance to kill or it will slip through your net. It will often be use to support &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; on offense to reduce your retaliation and can be a threat itself at night especially against the cold fearing Drakes.&lt;br /&gt;
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&amp;lt;u&amp;gt;Unstable Elemental:&amp;lt;/u&amp;gt; this versatile unit can be used as a scout mostly in its tornado form that you can find in plain, road and castle. It will most likely never fight in this form and will prefer to move to hill or forest when he is ready to fight. Up to you to accept or not the challenge as it will be much slower in those forms. The &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; most disturbing use is when it moves behind your lines and take a defending form (quake, bramble or eventually whirlpool), cutting your retreat. The slow ranged attack of the bramble form, obviously combines well with &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s charge at level 1 and berserk at level 2.&lt;br /&gt;
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&amp;lt;u&amp;gt;Creepers:&amp;lt;/u&amp;gt; if you are not playing a chaotic faction, this unit should not change much in your strategy. You should keep trying to catch units with more hitpoints at your best time of the day, so that you don't waste too much fire power to kill this cheap unit. If you are chaotic though, you may have to adapt in order to cope with those pests that can hit you when you are at your weakest. When attacking &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt; on melee, target the ones with few &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt; around so that you reduce the retaliation. When they form a chain, you can consider breaking it in two to double their upkeep.&lt;br /&gt;
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== Drakes ==&lt;br /&gt;
If both teams were randomly picked, they will most probably be badly prepared for this very offensive match, but so you may, as the saurians you'll have picked early won't be your best weapons. The &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;, Nightmares best asset at attack, and the &amp;lt;i&amp;gt;Drake Burner&amp;lt;/i&amp;gt;, your own nightmare killer, are both expensive recruits so each side would wait to know their opponent before recruiting them. So if the game is starting at dawn, it is very likely that the first night will be quite peaceful and you will have plenty of time to equip yourself in &amp;lt;i&amp;gt;Burners&amp;lt;/i&amp;gt; for the next day.&lt;br /&gt;
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&amp;lt;i&amp;gt;Burners&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; are the best enemies and two of one kind can kill one of the other every turn at their best time of the day. It shows how crucial the dusk will be for your Drakes, so be ready to retreat in time. As you are at least as fast as the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;, if Nightmares has fallen back too much at day, you will have a easy retreat. If he has stayed close to you to prepare counter, retreat using &amp;lt;i&amp;gt;Drake Fighters&amp;lt;/i&amp;gt; to cover your &amp;lt;i&amp;gt;Burners&amp;lt;/i&amp;gt; from the &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt;. That strategy might fail if Nightmares succeed at trapping you with &amp;lt;i&amp;gt;Howling Darknesses&amp;lt;/i&amp;gt;. That is the reason why, using your &amp;lt;i&amp;gt;Drake Fighters&amp;lt;/i&amp;gt; on them at day is the second objective you have to meet to keep the match going.&lt;br /&gt;
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Depending on the number of &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; turning to &amp;lt;i&amp;gt;Skirmisher&amp;lt;/i&amp;gt; might be a decent alternative. Beside dealing free damage to the &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; when they are the most impetuous, the &amp;lt;i&amp;gt;Skirmisher&amp;lt;/i&amp;gt; have additional benefits: dealing a lot of retaliation to not slippery &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;, getting high defense units that might requires Nightmares to get more &amp;lt;i&amp;gt;Black Cats&amp;lt;/i&amp;gt;. On top of that, as saurians resist well &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;'s arcane, they can force Nightmares to turn to &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; that are of not much use against your Drakes.&lt;br /&gt;
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&amp;lt;u&amp;gt;Drake Burner:&amp;lt;/u&amp;gt; he is &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;'s fierest enemy. As you will definively see many of them around, getting as much &amp;lt;i&amp;gt;Burners&amp;lt;/i&amp;gt; as you can is a safe strategy. As only quick ones are truely faster than the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;, when they can't reach any, they can also have a shot at the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;. As both &amp;lt;i&amp;gt;Burner&amp;lt;/i&amp;gt;'s advancement are awesome against Nightmares, you should try to level one.&lt;br /&gt;
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&amp;lt;u&amp;gt;Drake Clasher:&amp;lt;/u&amp;gt; due to his slowness and his price, the &amp;lt;i&amp;gt;Clasher&amp;lt;/i&amp;gt; is not the best buy against Nightmares. You can however decide to get one if Nightmares haven't any &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; as it can retaliate the &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; charge with one of his two attacks depending on their trait. When &amp;lt;i&amp;gt;Howling Darknesses&amp;lt;/i&amp;gt; are around, their mobility and their cold attack will be devastating to the &amp;lt;i&amp;gt;Clasher&amp;lt;/i&amp;gt; with no chance of retaliation. You don't want them to have such easy kills.&lt;br /&gt;
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&amp;lt;u&amp;gt;Drake Fighter:&amp;lt;/u&amp;gt; the &amp;lt;i&amp;gt;Drake Fighter&amp;lt;/i&amp;gt; is necessary to cover &amp;lt;i&amp;gt;Burners&amp;lt;/i&amp;gt;' retreat at the end of the day as they will give maximum retaliation to &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s charge and they are relatively cheap. They should not however try to shield off the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt; as they won't be able to survive the whole night. When attacking, the &amp;lt;i&amp;gt;Drake Fighter&amp;lt;/i&amp;gt; should focus on the &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt;, the &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt; or the &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt;, but don't forget his fire range can cheaply harass the opponent's &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; if you have no better target.&lt;br /&gt;
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&amp;lt;u&amp;gt;Drake Glider:&amp;lt;/u&amp;gt; faster than the &amp;lt;i&amp;gt;Drake Fighter&amp;lt;/i&amp;gt; with better defence and an impact damage type that can scare away the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;, the &amp;lt;i&amp;gt;Drake Glider&amp;lt;/i&amp;gt; can be used for holding off the Nightmares when &amp;lt;i&amp;gt;Burners&amp;lt;/i&amp;gt; are retreating. During attack at day time, they will be useful mostly for trapping the Nightmares at dawn and prevent them from fleeing too easily. As they are not as efficient as the &amp;lt;i&amp;gt;Drake Fighter&amp;lt;/i&amp;gt; at dealing damage to the &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; the role they can play is still secondary and you should not recruit too many of them.&lt;br /&gt;
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&amp;lt;u&amp;gt;Saurian Augur:&amp;lt;/u&amp;gt; the &amp;lt;i&amp;gt;Augur&amp;lt;/i&amp;gt; with his low hitpoints and cold damage doesn't not play a big role in this matchup. He will have trouble getting away from the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; and Drakes won't have really time to protect him. Because the damages dealt are so heavy, his healing skill is minored in interest. His cold ranged attack should be used on &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; or anything else that he can kill. You may take your chance and feed him with kills as at level 2, the &amp;lt;i&amp;gt;Soothsayer&amp;lt;/i&amp;gt; will be able to cure &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt;'s jinx.&lt;br /&gt;
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&amp;lt;u&amp;gt;Saurian Skirmisher:&amp;lt;/u&amp;gt; Depending on the number of &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; the &amp;lt;i&amp;gt;Skirmisher&amp;lt;/i&amp;gt; might be a good choice for recruitment. Nearly as fast as them, doing free damage on melee, they beat them in price. However, due to Saurians' weakness on both cold and impact, keeping them alive might be a difficult task. Hence it is only possible if &amp;lt;i&amp;gt;Howling Darknesses&amp;lt;/i&amp;gt; are enough to guarantee a target before &amp;lt;i&amp;gt;Skirmisher&amp;lt;/i&amp;gt; dies.&lt;br /&gt;
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== Knalgan ==&lt;br /&gt;
When you get the Knalgan Alliance against Nightmares, you will be in control of the game. Just recruiting &amp;lt;i&amp;gt;Dwarvish Fighters&amp;lt;/i&amp;gt; or &amp;lt;i&amp;gt;Footpads&amp;lt;/i&amp;gt; will already be a test of your opponent's skill at playing Nightmares. He will have to combine the most efficient use of his units with some well thought gamble with &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; to get a game to play. Add some &amp;lt;i&amp;gt;Dwarvish Thunderers&amp;lt;/i&amp;gt; and a &amp;lt;i&amp;gt;Dwarvish Ulfserker&amp;lt;/i&amp;gt; even the most seasoned Nightmares' players will have a hard time. &lt;br /&gt;
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&amp;lt;u&amp;gt;Dwarvish Fighter:&amp;lt;/u&amp;gt; with their dual blade/impact damage type, the &amp;lt;i&amp;gt;Dwarvish Fighters&amp;lt;/i&amp;gt; are the purest anti-&amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; units in the game, so get enough of them to control the &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt;. When the time has come for you to attack, they will obviously be good at taking down anything around. Just make sure to keep them on good defense, when they have been cursed, they are still probably better sitting on their favorite terrain with a defense lowered to around 50% rather than running on worse terrain for cover. Hitting back the &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt; who just cursed them is often the best they can do.&lt;br /&gt;
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&amp;lt;u&amp;gt;Dwarvish Guardsman:&amp;lt;/u&amp;gt; slow, expensive and with low damage, you can't make enough use of his pierce attack to recruit any of them. As the &amp;lt;i&amp;gt;Dwarvish Fighter&amp;lt;/i&amp;gt; makes such a good job at countering the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;, you won't need the &amp;lt;i&amp;gt;Dwarvish Guardsman&amp;lt;/i&amp;gt;'s steadfast either.&lt;br /&gt;
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&amp;lt;u&amp;gt;Dwarvish Thunderer:&amp;lt;/u&amp;gt; his ranged attack, his good resistance and good hitpoints, the &amp;lt;i&amp;gt;Dwarvish Thunderer&amp;lt;/i&amp;gt; is a good recruit. He will be mainly useful to stay in control at night when the Nightmares are pushing. When staying on mountain, he can stand well against &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; and has a chance to to massive retaliation on &amp;lt;i&amp;gt;Black Cats&amp;lt;/i&amp;gt; or &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt;. His main offensive role will be to aim at &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt;, and if you meet many of these, the &amp;lt;i&amp;gt;Dwarvish Thunderer&amp;lt;/i&amp;gt; will become a necessity.&lt;br /&gt;
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&amp;lt;u&amp;gt;Dwarvish Ulfserker:&amp;lt;/u&amp;gt; with his guaranteed safe kill on the &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; and great chance to kill &amp;lt;i&amp;gt;Black Cats&amp;lt;/i&amp;gt; or &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt;, the &amp;lt;i&amp;gt;Ulfserker&amp;lt;/i&amp;gt; is an obvious good recruit to get. However, he can get drained to death by the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;. In some circumstances the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; can also kill him, so always make sure you can cover him properly before attacking. If there are some &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt; around, remember that a group of four or five (depending on traits) of them has a good chance to kill a full health &amp;lt;i&amp;gt;Ulfserker&amp;lt;/i&amp;gt;.&lt;br /&gt;
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&amp;lt;u&amp;gt;Footpad:&amp;lt;/u&amp;gt; with his double impact attacks he is a very convenient unit to have against Nightmares. The &amp;lt;i&amp;gt;Footpad&amp;lt;/i&amp;gt; can attack on range the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; for free hit (he has good chance of hitting once has &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s defense is below 50% nearly everywhere), while his excellent defense, good hitpoints and impact melee makes it difficult for the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; to handle him when pushing.&lt;br /&gt;
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&amp;lt;u&amp;gt;Gryphon Rider:&amp;lt;/u&amp;gt; while the &amp;lt;i&amp;gt;Gryphon Rider&amp;lt;/i&amp;gt; is an awesome offensive unit, it might have a hard time when fighting Nightmares. He can easily be trapped by the &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; or the &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt;, which could potentially hurt him a lot due to his impact weakness. Even if it does tremendous retaliation on &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s charge, if the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s trait give him a boost in blade resistance (lowering each hit's damage by 5 hitpoints), he will never think twice before charging him taking into account their difference in price (except at day time). Be prudent when using the &amp;lt;i&amp;gt;Gryphon Rider&amp;lt;/i&amp;gt;, while most of the time, he only needs two hits on a &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt; for the kill, putting to much hope on two hits on a 60+ defense unit, might be a gamble with &amp;lt;i&amp;gt;Gryphon Rider&amp;lt;/i&amp;gt;'s 24 gold.&lt;br /&gt;
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&amp;lt;u&amp;gt;Poacher:&amp;lt;/u&amp;gt; the &amp;lt;i&amp;gt;Poacher&amp;lt;/i&amp;gt; can give to your recruitment a different flavor. Best defense on forest, he can make use of this common terrain that Dwarves will avoid. He can supply some hit on the &amp;lt;i&amp;gt;Life thief&amp;lt;/i&amp;gt; and retaliation on &amp;lt;i&amp;gt;Black Cats&amp;lt;/i&amp;gt; or &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; for cheap price. When the &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; get more frequent, the &amp;lt;i&amp;gt;Footpad&amp;lt;/i&amp;gt; is a better recruit though, since the &amp;lt;i&amp;gt;Poacher&amp;lt;/i&amp;gt; is such a juicy target for them.&lt;br /&gt;
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&amp;lt;u&amp;gt;Thief:&amp;lt;/u&amp;gt; the &amp;lt;i&amp;gt;Thief&amp;lt;/i&amp;gt; can be best used to counter Nightmares when they put themselves on bad defense without making much damage. If the &amp;lt;i&amp;gt;Thief&amp;lt;/i&amp;gt; can walk around and backstab anything, he will probably be able to make enough damage to make up for his gold. If one &amp;lt;i&amp;gt;Thief&amp;lt;/i&amp;gt; got a kill, you might try to feed him with XP to level him. As &amp;lt;i&amp;gt;Thieves&amp;lt;/i&amp;gt; have quite low hitpoints and bad resistance on nearly all Nightmares' damage, no need to get several of them as you can't reasonably hope you will get opportunity to backstab with several of them. Counting on a &amp;lt;i&amp;gt;Thief&amp;lt;/i&amp;gt; based strategy is quite risky though, because they are very quick to fall under the &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt;/&amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; combination.&lt;br /&gt;
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== Loyalists ==&lt;br /&gt;
When Loyalists' player realizes he faces Nightmares of Meloen, his attention should constantly be focused on the &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt;. The large range of Loyalists' melee units can be used to bring them down before night. As your opponent will try his best as zocing you out from getting at his &amp;lt;i&amp;gt;Watchers&amp;lt;/i&amp;gt;, recruiting a bit of any melee units is one important step to ruin his strategy.&lt;br /&gt;
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While the &amp;lt;i&amp;gt;Spearman&amp;lt;/i&amp;gt; gets the best damage per gold, he is quite easily controlled by the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;. Hence you should have some &amp;lt;i&amp;gt;Cavalrymen&amp;lt;/i&amp;gt; to attack from the distance, moreover his good impact resistance can make him a good blocker against the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;.&lt;br /&gt;
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When attacking &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; with &amp;lt;i&amp;gt;Mages&amp;lt;/i&amp;gt; you should try to finish from fear that Nightmares sacrifice him on your &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt; hoping for a kill. For most others attack combo, the most important is to deal maximum damage. As the Nightmares don't really have an efficient village holder, they will have to give up villages reducing their ability to heal. The only exception is the &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt; as he is so deadly that you want to have him dead.&lt;br /&gt;
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&amp;lt;u&amp;gt;Bowman:&amp;lt;/u&amp;gt; the &amp;lt;i&amp;gt;Bowman&amp;lt;/i&amp;gt; is less efficient at dealing damage to Nightmares than the &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt;. For this reason you should restrain yourself from getting them. However, if you lack gold or if you already have one, it can be quite useful poking safely the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt; and the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; or against the &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt; at retaliating. His additional hitpoints can be a life saver.&lt;br /&gt;
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&amp;lt;u&amp;gt;Cavalryman:&amp;lt;/u&amp;gt; this is a key unit for this matchup. His high resistance to impact damage helps containing the Nightmares push at night while his speed allows him to switch quickly to the attack mode on &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt;. The &amp;lt;i&amp;gt;Cavalryman&amp;lt;/i&amp;gt; can also successfully chase down a fleeing &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; and you can use his 3 strikes to ensure a hit on the &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt;. His blade damage is also doing well against the bramble form of the &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt;. So get some of them and try to level one.&lt;br /&gt;
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&amp;lt;u&amp;gt;Fencer:&amp;lt;/u&amp;gt; get them if wounded &amp;lt;i&amp;gt;Howling Darknesses&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; keep escaping your grip. They will only have small use in defense, as the combination of &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt;'s jinx attack and their own bad resistance are promises of short life when facing the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;. If you have no problem killing your quota of &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; you probably better keep the gold for a &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt;.&lt;br /&gt;
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&amp;lt;u&amp;gt;Heavy Infantry:&amp;lt;/u&amp;gt; do only recruit them when Nightmares abuse of &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt;. As soon as they appear, they will be the target of &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; to clear the way for the &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt;. As your &amp;lt;i&amp;gt;Heavy Infantry&amp;lt;/i&amp;gt;'s armor is no use against them, you should make sure they are in &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt;'s range only at the second night otherwise you will probably lose too much gold. Due to their slowness, they will only be useful in defense so the best time to get recruit them is usually at dusk or first night. On attack they should target anything but the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt; whenever possible.&lt;br /&gt;
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&amp;lt;u&amp;gt;Horseman:&amp;lt;/u&amp;gt; while the &amp;lt;i&amp;gt;Horseman&amp;lt;/i&amp;gt; powerful charge let's you hope of huge damage, its cost is a deterrent to having one in the early game. If the game gets longer and you succeed in cashing enough gold, you can then get one as he will do well at &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt; assassination with his impact resistance cutting down the retaliation, and will simply be deadly against the &amp;lt;i&amp;gt;Howling Darknesses&amp;lt;/i&amp;gt;.&lt;br /&gt;
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&amp;lt;u&amp;gt;Mage:&amp;lt;/u&amp;gt; the &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt; will be a powerful weapon against the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;. However, his low hitpoints require you to protect them at any time of the day. Hit the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; you have the best chance to kill, as even wounded his charge attack is danger for your &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt;'s life. Because he is so weak against the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;, don't feed him with kills. He will probably never live long enough to level.&lt;br /&gt;
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&amp;lt;u&amp;gt;Merman Fighter:&amp;lt;/u&amp;gt; when water is present in the map, getting a &amp;lt;i&amp;gt;Merman Fighter&amp;lt;/i&amp;gt; or two is a good idea. Since Nightmares don't have good movement on water, they can force the &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; to move to water to control them or they will be able to reach the &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt;. When facing a whirlpool form of the &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; do not fear to engage in combat as they have worst resistance than your &amp;lt;i&amp;gt;Merman Fighters&amp;lt;/i&amp;gt;.&lt;br /&gt;
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&amp;lt;u&amp;gt;Spearman:&amp;lt;/u&amp;gt; as always, the &amp;lt;i&amp;gt;Spearman&amp;lt;/i&amp;gt; will be the first recruit to turn to. He can both retaliate hard on the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s charges and do severe damage to the &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt;. His low price allows you to get enough to protect efficiently your &amp;lt;i&amp;gt;Mages&amp;lt;/i&amp;gt; from the threat of &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt;. Combining with &amp;lt;i&amp;gt;Cavalryman&amp;lt;/i&amp;gt; is a must though, as you want to diversify your damage type to leverage on the resistance bonus of the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s trait and get more speed to chase Nightmares down when the day comes.&lt;br /&gt;
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== Undead ==&lt;br /&gt;
Having to fight Nightmares is one to the toughest experience for Undead. Unlike what they are used to, Undead in this matchup will play by counter-attack as the ability of make most damage is not on their side. While you will be relatively safe on the ranged front, the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s impact will break his &amp;lt;i&amp;gt;Skeletons&amp;lt;/i&amp;gt; in piece, the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;'s arcane will tear them apart while the cheap &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt;' banding is an additional threat to your &amp;lt;i&amp;gt;Dark Adepts&amp;lt;/i&amp;gt;. So you will have to turn on the survival mode as soon as possible, recruiting &amp;lt;i&amp;gt;Ghoul&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Ghost&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Walking Corpse&amp;lt;/i&amp;gt;, still some &amp;lt;i&amp;gt;Skeletons&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Dark Adept&amp;lt;/i&amp;gt; for the counter.&lt;br /&gt;
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Always keep a decent amount of &amp;lt;i&amp;gt;Dark Adepts&amp;lt;/i&amp;gt; on the board in order to keep Nightmares under pressure. This way you will be ruling on the ranged as they will rule on the melee part. As you will unlikely face the threat of &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; in the beginning, you will have to deal with &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; first by recruiting &amp;lt;i&amp;gt;Walking Corpses&amp;lt;/i&amp;gt; to contain them. While your &amp;lt;i&amp;gt;Walking Corpses&amp;lt;/i&amp;gt; begin taming the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;, Nightmares will send more &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt;. Try to make them attack your &amp;lt;i&amp;gt;Skeletons&amp;lt;/i&amp;gt; as if they get wounded, they will become an easy job for your &amp;lt;i&amp;gt;Dark Adepts&amp;lt;/i&amp;gt;. &lt;br /&gt;
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It is quite sure that at a certain moment, as your &amp;lt;i&amp;gt;Walking Corpses&amp;lt;/i&amp;gt; starts getting annoying, Nightmares will recruit &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt;. As level 0 units, they are quite a natural opposition for the &amp;lt;i&amp;gt;Walking Corpses&amp;lt;/i&amp;gt;, however they require some special techniques to deal with them. &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt; have a neutral alignment so you better fight them at night as two hits will be enough to kill them (they won't get plagued). As the band to inflict maximum damage you should always try to attack the most isolated ones, if you really need to kill one in the pack, better use the &amp;lt;i&amp;gt;Skeleton&amp;lt;/i&amp;gt; as he resists strongly their pierce.&lt;br /&gt;
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&amp;lt;u&amp;gt;Dark Adept:&amp;lt;/u&amp;gt; again, the &amp;lt;i&amp;gt;Dark Adept&amp;lt;/i&amp;gt; will be your best unit for attacking. The threat of the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s charge will be the major challenge, as three hits are enough to kill them at night. When they are in position to attack they should hit the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; first as they will do maximum damage against them. The second best choice being the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;. Try to pick your target so your &amp;lt;i&amp;gt;Dark Adept&amp;lt;/i&amp;gt; can take the shoot from good defense or make sure you can cover him immediately.&lt;br /&gt;
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&amp;lt;u&amp;gt;Ghost:&amp;lt;/u&amp;gt; with drains on its arcane melee, the &amp;lt;i&amp;gt;Ghost&amp;lt;/i&amp;gt; can enjoy this matchup. It is efficient against the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;, the &amp;lt;i&amp;gt;Scornful watcher&amp;lt;/i&amp;gt;, the &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; at to a lesser extend the &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt;. Its only problem will be when facing full health &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt;. As the &amp;lt;i&amp;gt;Ghost&amp;lt;/i&amp;gt; has worst resistance, less hitpoints and doesn't hit as hard, it should not engage in direct fight with them. Hopefully it can rely on its better movement points to make sure to keep far enough, as long as it doesn't get slowed by the bramble form of the &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt;.&lt;br /&gt;
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&amp;lt;u&amp;gt;Ghoul:&amp;lt;/u&amp;gt; the &amp;lt;i&amp;gt;Ghoul&amp;lt;/i&amp;gt; is an important unit in this matchup. That is the best candidate for holding village against &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; with its poison and &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; with its relative resistance to arcane. He can also poison &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; to force them to heal, depriving Nightmares of support units.&lt;br /&gt;
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&amp;lt;u&amp;gt;Skeleton:&amp;lt;/u&amp;gt; its is a good support unit against Nightmares. As it certainly fears the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s impact and &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;'s arcane melee, he can cause enough damage to make its sacrifice worthwhile. While the &amp;lt;i&amp;gt;Skeleton&amp;lt;/i&amp;gt; can help clearing &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt; out of the way, it is not worth putting it on bad defense terrain for that as the Nightmares' counter will hurt him badly. It is also the best weapon against &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt; if they are present on the field but it is not worth to feed it with kills, better use a &amp;lt;i&amp;gt;Walking Corpse&amp;lt;/i&amp;gt; to plague them.&lt;br /&gt;
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&amp;lt;u&amp;gt;Skeleton Archer:&amp;lt;/u&amp;gt; do not recruit any &amp;lt;i&amp;gt;Archer&amp;lt;/i&amp;gt;, they are made of the kind of bones &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; likes to play with. At any time of the day, the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; will be attracted by them and his impact charge attack will destroy them within the second. There is no way the &amp;lt;i&amp;gt;Skeleton Archer&amp;lt;/i&amp;gt; can make enough damage before dying to repay its gold.&lt;br /&gt;
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&amp;lt;u&amp;gt;Vampire Bat:&amp;lt;/u&amp;gt; even the hax power of the &amp;lt;i&amp;gt;Bat&amp;lt;/i&amp;gt; is not enough to save them against the charge of an &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;. Any bat is killed in two hits and the intelligent ones are dead in one single hit at night. If you got one, use it to steal village or disrupt Nightmares' organization. But stay away from &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; at all time.&lt;br /&gt;
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&amp;lt;u&amp;gt;Walking Corpse:&amp;lt;/u&amp;gt; the use of &amp;lt;i&amp;gt;Walking Corpse&amp;lt;/i&amp;gt; is mainly for obstructing, screening off &amp;lt;i&amp;gt;Dark Adepts&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Skeleton&amp;lt;/i&amp;gt; from their foes. You can also place them around units that are holding a position to reduce the number of spots available for attack. On attack, they should focus on &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;.&lt;br /&gt;
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== Rebels ==&lt;br /&gt;
When Rebels realize they are playing against Nightmares, their first idea will be to get some &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt;. While this is a good idea, the best is too wait for dawn or second night to get one, so that Nightmares are at the closest to launch the counter. When you get your &amp;lt;i&amp;gt;Wose&amp;lt;/i&amp;gt;, you need to get some &amp;lt;i&amp;gt;Mages&amp;lt;/i&amp;gt; quickly. They will make &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; think twice before pushing at the end of the night when your &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt; get engaged. At other time of the day, better to keep recruiting Elves.&lt;br /&gt;
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On counter, use the &amp;lt;i&amp;gt;Wose&amp;lt;/i&amp;gt; first on &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; at dawn, backed by &amp;lt;i&amp;gt;Mages&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Elvish Shaman&amp;lt;/i&amp;gt; staying on good defense to slow any &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; or &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;, the &amp;lt;i&amp;gt;Elvish Fighters&amp;lt;/i&amp;gt; covering up while other units deploy to get ready for the push. When pushing keep the &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt; moving full speed while Elves try to slow, zoc in and trap Nightmares. When attacking, use &amp;lt;i&amp;gt;Elvish Fighters&amp;lt;/i&amp;gt; on &amp;lt;i&amp;gt;Black Cats&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Mages&amp;lt;/i&amp;gt; on &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Elvish Shamans&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt; on &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;.&lt;br /&gt;
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When retreating, let the &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt; go full speed while using &amp;lt;i&amp;gt;Elvish Fighters&amp;lt;/i&amp;gt; cover the fleeing &amp;lt;i&amp;gt;Mages&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Elvish Shamans&amp;lt;/i&amp;gt;. As they will get wounded pretty badly keep on recruiting more to be able to hold until next day. When you can't retreat anymore, use to Elves in lines, &amp;lt;i&amp;gt;Elvish Fighters&amp;lt;/i&amp;gt; on the most exposed spots and &amp;lt;i&amp;gt;Elvish Archers&amp;lt;/i&amp;gt; or &amp;lt;i&amp;gt;Elvish Scouts&amp;lt;/i&amp;gt; elsewhere. Keep slowing &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; if your healthiest &amp;lt;i&amp;gt;Elvish Shaman&amp;lt;/i&amp;gt; can stay on forest with some cover. On defense at night, do not use the &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt; to hold the line, but rather leave them behind to regenerate as it will help make the Nightmares' &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; aimless.&lt;br /&gt;
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&amp;lt;u&amp;gt;Elvish Archer:&amp;lt;/u&amp;gt; if the &amp;lt;i&amp;gt;Elvish Archer&amp;lt;/i&amp;gt; does not make as much damage as the &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt; and does not have has much hitpoints as the &amp;lt;i&amp;gt;Elvish Fighter&amp;lt;/i&amp;gt; he can still be of some use. It can increase the speed of your army while making significant damage on Nightmares' melee units for free. He can replace an &amp;lt;i&amp;gt;Elvish Scout&amp;lt;/i&amp;gt; but can't take the role of an &amp;lt;i&amp;gt;Elvish Fighter&amp;lt;/i&amp;gt;. So recruiting some is enough.&lt;br /&gt;
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&amp;lt;u&amp;gt;Elvish Fighter:&amp;lt;/u&amp;gt; there is obviously no chance for you to win in this matchup if you don't rely on &amp;lt;i&amp;gt;Elvish Fighter&amp;lt;/i&amp;gt; resilience and punch. He is the guy that will bring down any ranged units of Nightmares, and he will make maximum retaliation on &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; or &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt; before leaving. That is the best hitpoints that money can buy and he will act trustfully as &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt;'s or &amp;lt;i&amp;gt;Elvish Shaman&amp;lt;/i&amp;gt;'s bodyguard.&lt;br /&gt;
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&amp;lt;u&amp;gt;Elvish Scout:&amp;lt;/u&amp;gt; on wide maps, it can be good to have some, but most of time, you will get one for village grabbing only. In the middle of the game, you will go for &amp;lt;i&amp;gt;Elvish Fighters&amp;lt;/i&amp;gt; and an &amp;lt;i&amp;gt;Elvish Archer&amp;lt;/i&amp;gt; once in a while. You will recruit more &amp;lt;i&amp;gt;Elvish Scouts&amp;lt;/i&amp;gt; only is you think that you have some chances to level them with the required XP being one kill lower then &amp;lt;i&amp;gt;Elvish Archers&amp;lt;/i&amp;gt;'.&lt;br /&gt;
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&amp;lt;u&amp;gt;Elvish Shaman:&amp;lt;/u&amp;gt; she is as usual the hidden treasure of the Rebels. With slow special, she is able to reduce the damage Nightmares will inflict at night and nailed down the &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; when they have to retreat. With her high defense on forest, she is quite difficult to take down for the &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; while they can't really get help from the &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt; as he would feared to get slowed in front of angry &amp;lt;i&amp;gt;Elvish Fighters&amp;lt;/i&amp;gt;.&lt;br /&gt;
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&amp;lt;u&amp;gt;Mage:&amp;lt;/u&amp;gt; the use of Rebels' &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt; will be quite different from Loyalists'. As the presence of &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt; will call for &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt;, the &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt;'s main role will be to put pressure on them and counter when the day comes. For this job, a quick mage is best as he can catch up with running &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt;. When targeting them, make sure you hit the ones with most XP as you don't want one to level. He will again be the preferred target for the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; and hence should be covered with &amp;lt;i&amp;gt;Elvish Fighters&amp;lt;/i&amp;gt; at night as the &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt; will be busy running away from &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt;.&lt;br /&gt;
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&amp;lt;u&amp;gt;Merman Hunter:&amp;lt;/u&amp;gt; less useful than the Loyalists' &amp;lt;i&amp;gt;Merman Fighter&amp;lt;/i&amp;gt;, he still can get some use if a patch of water in present in the map. Try to use them to fix an &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; in the water. Don't hesitate to attack him as your resistances are better than his.&lt;br /&gt;
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&amp;lt;u&amp;gt;Wose:&amp;lt;/u&amp;gt; you can recruit some &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt; as he is very efficient at countering the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s charges or taking them down at day time. While he is resistant to most Nightmares' attacks, he is very weak when facing the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt; who can inflict heavy damage with its arcane melee while getting healed from drains. As the &amp;lt;i&amp;gt;Wose&amp;lt;/i&amp;gt; is as expensive and slower then the &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; you can't afford to let him fight them alone and should back him with &amp;lt;i&amp;gt;Mages&amp;lt;/i&amp;gt;.&lt;br /&gt;
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== Northerners ==&lt;br /&gt;
Both factions do have tremendous melee heavy hitters: the cheap &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; and the cheaper &amp;lt;i&amp;gt;Orcish Grunt&amp;lt;/i&amp;gt;. Relying on them to make a breakthrough is quite a gamble and the best way to keep in control of the game is more than often making the best use of the ranged fighters, the &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt; for one side, the &amp;lt;i&amp;gt;Orcish Archer&amp;lt;/i&amp;gt; for the other. Due to the threat they represent, they will be the focus of the melee unit tactics.&lt;br /&gt;
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Another similarity between these two factions is how the &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt; and the &amp;lt;i&amp;gt;Orcish Assassin&amp;lt;/i&amp;gt; are used. Both unit bypass the defense to hit the target and disrupt it until it has healed on a village. As both factions, don't have a healer, the villages is an important asset and should be kept at all time. Your &amp;lt;i&amp;gt;Orcish Assassin&amp;lt;/i&amp;gt; does only impact a couple of Nightmares' units so you should keep them in low number.&lt;br /&gt;
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Northerners makes better use of terrain to improve defense so you push Nightmares to fight you on patches of good terrain. Keep in mind to always put in front the units with more hitpoints so to make maximum retaliation and give you opportunity to kill on your turn. They also have more diverse damage type available and so can more easily press on &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s weak point depending on his trait.&lt;br /&gt;
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&amp;lt;u&amp;gt;Goblin Spearman:&amp;lt;/u&amp;gt; evidence that the little one from the Orcs family play an essential role has still to be found. But you can still get a couple of &amp;lt;i&amp;gt;Goblin Spearmen&amp;lt;/i&amp;gt; in some circumstances. They can be helpful at taking down the ranged oriented &amp;lt;i&amp;gt;Black Cats&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt;, can hold a village quite well when facing a single &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; and can give a hand at disinfecting an area from &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt;.&lt;br /&gt;
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&amp;lt;u&amp;gt;Naga Fighter:&amp;lt;/u&amp;gt; when a patch of water is available, recruiting a &amp;lt;i&amp;gt;Naga Fighter&amp;lt;/i&amp;gt; may be required. While his range is very similar to the &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; due to his decent movetype on land, he cannot fight as well as the &amp;lt;i&amp;gt;Merman Fighter&amp;lt;/i&amp;gt; against them. The risk is to see a &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; appear and counter with its poorly resisted cold ranged attack. So careful scouting prior to an attack is a must.&lt;br /&gt;
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&amp;lt;u&amp;gt;Orcish Archer:&amp;lt;/u&amp;gt; he is Northerners' best weapon against &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; with their low defense everywhere and, for this reason, will attract &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; as if he was a mage. The other special of the &amp;lt;i&amp;gt;Orcish Archer&amp;lt;/i&amp;gt; is that he will be the only unit to make equal damage to any &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; regardless of his trait, so you can always use him on the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; that resists best the damage type you have recruited. You have to protect him though and leveling one is a big achievement for this matchup.&lt;br /&gt;
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&amp;lt;u&amp;gt;Orcish Assassin:&amp;lt;/u&amp;gt; the &amp;lt;i&amp;gt;Orcish Assassin&amp;lt;/i&amp;gt; while not being to kill much in this matchup has a lot of use, you can have one on the board at any time. If all Nightmares' units can be poisoned, the ones that give the hardest time to Northerners can be: &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt;. Poisoning &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; is particularly efficient as they possibly get a lot of damage in retaliation if they keep attacking so Nightmares do not want them to be low on HP. When the opportunity shows, poisoning the &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; is neat too.&lt;br /&gt;
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&amp;lt;u&amp;gt;Orcish Grunt:&amp;lt;/u&amp;gt; the loyal &amp;lt;i&amp;gt;Grunt&amp;lt;/i&amp;gt; proves himself again one of the best units in this matchup. Being able to do heavy retaliation on both &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;, he is in charge of clearing &amp;lt;i&amp;gt;Black Cats&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; from the map. When all the possible targets have been decimated, you can use him the protect your &amp;lt;i&amp;gt;Orcish Archer&amp;lt;/i&amp;gt; from &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; or your &amp;lt;i&amp;gt;Troll Whelp&amp;lt;/i&amp;gt; from &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt;.&lt;br /&gt;
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&amp;lt;u&amp;gt;Troll Whelp:&amp;lt;/u&amp;gt; he is the solution when the board starts looking like an egg incubator. His impact damage and regeneration, combined with his low price makes him any &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; spam a complete failure. The &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; like to use his arcane weakness to drain him so you should only recruit &amp;lt;i&amp;gt;Troll Whelp&amp;lt;/i&amp;gt; when the number of &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; requires them. The &amp;lt;i&amp;gt;Troll Whelp&amp;lt;/i&amp;gt;'s regeneration does not cure the effect of the &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt;'s jinx, so, if cursed, his defense will drop to a critical low.&lt;br /&gt;
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&amp;lt;u&amp;gt;Wolf Rider:&amp;lt;/u&amp;gt; with his exceptional movement and his three strike attack, the &amp;lt;i&amp;gt;Wolf Rider&amp;lt;/i&amp;gt; can have an use against Nightmares depending on your play style. He can track down wounded or poisoned units when they flee, he can also keep in range to &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; for free hit. Generally speaking, his movetype allows you to dispatch him wherever you need one hit or two without using one of your heavy hitters.&lt;br /&gt;
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&amp;lt;u&amp;gt;Summary:&amp;lt;/u&amp;gt;&lt;br /&gt;
There is two strategies to fight Nightmares with Northerners.&lt;br /&gt;
The first one is to rely on &amp;lt;i&amp;gt;Troll Whelps&amp;lt;/i&amp;gt; to control the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;. As a consequence, Nightmares will recruit &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; to heal on them while inflicting enough damage with &amp;lt;i&amp;gt;Troll Whelp&amp;lt;/i&amp;gt;'s arcane weakness and his low defense. On your side, you will recruit &amp;lt;i&amp;gt;Orcish Archers&amp;lt;/i&amp;gt; to beat the &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; down. You still have to recruit some &amp;lt;i&amp;gt;Orcish Grunts&amp;lt;/i&amp;gt; as he is still the best unit to hold at strategic place against the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;.&lt;br /&gt;
The second path you can go is to go for maximum of &amp;lt;i&amp;gt;Orcish Grunts&amp;lt;/i&amp;gt;. If so, be ready to see &amp;lt;i&amp;gt;Black Cats&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; coming in to take at them. They will be covered by &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; that you will target with some &amp;lt;i&amp;gt;Orcish Assassin&amp;lt;/i&amp;gt; to disrupt his organization and still some &amp;lt;i&amp;gt;Orcish Archers&amp;lt;/i&amp;gt;. As poison will be often used and you will face ranged units, the &amp;lt;i&amp;gt;Wolf Rider&amp;lt;/i&amp;gt; can bring additional tactics that can help getting a kill or extend the effect of poison on a trapped unit.&lt;/div&gt;</summary>
		<author><name>Krotop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=How_to_play_vs_Nightmares&amp;diff=34463</id>
		<title>How to play vs Nightmares</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=How_to_play_vs_Nightmares&amp;diff=34463"/>
		<updated>2010-03-12T14:51:14Z</updated>

		<summary type="html">&lt;p&gt;Krotop: /* Loyalists */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General strategy against Nightmares ==&lt;br /&gt;
The faction of Nightmares of Meloen is chaotic (except &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; that are neutral). It is composed of quite fast units with many specials or abilities. For this reason, if you command a lawful faction you have to follow strictly the day/night cycle. They can hit quite hard at night but on the other hand they have several units with low resistance or low defense. So according to the recruitment you did, you should be able to counter with some result at your best time of the day.&lt;br /&gt;
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The Nightmares of Meloen don't have particularly efficient units to hold on villages. Taking into account the high price of some of their units (&amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt;), you can try to win with your economy, getting their villages earlier, holding your villages longer, by preventing them to have enough gold to buy expensive units. They have some cheap units too, but depending on which faction you play, these sometimes lack of efficiency to hurt you.&lt;br /&gt;
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&amp;lt;u&amp;gt;Unhatched:&amp;lt;/u&amp;gt; as this unit will charge to inflict maximum damage, you should screen your ranged specialists so it can't reach them. To do so you might rely on different units according to its trait as each trait give it some resistance bonus for some damage type. If you succeed to have the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; able to attack only on your melee fighters, it might decide to do so, but will most likely receive retaliation. Get ready to finish them on your turn if the time is right.&lt;br /&gt;
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&amp;lt;u&amp;gt;Black Cat:&amp;lt;/u&amp;gt; with its magical attack and the jinx special, the &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt; is one of the first unit you may want to kill if you are not Undead. It benefits of high defense but her pretty bad resistances help to kill her in a minimum of strikes when your best time of the day has come. After it has hit you, &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt; or &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; will most likely follow to inflict heavy damage.&lt;br /&gt;
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&amp;lt;u&amp;gt;Life Thief:&amp;lt;/u&amp;gt; arcane melee with drains, we all know from those pesky &amp;lt;i&amp;gt;Ghosts&amp;lt;/i&amp;gt; that units of this kind are not easy to handle. &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; will be seen in any matchup but against Loyalists. Fight them with ranged fire or arcane, slow them or run away from them as they are rather slow. As their defense and their physical resistances are lower than the &amp;lt;i&amp;gt;Ghost&amp;lt;/i&amp;gt;'s, countering them with any range unit is good enough to deal with its additional hitpoints. Even the usage of blade or pierce melee can be acceptable from high defense, if you fight under an advantageous time of day.&lt;br /&gt;
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&amp;lt;u&amp;gt;Scornful Watcher:&amp;lt;/u&amp;gt; his ranged attack turns arcane resistance into weakness. For this reason, he will be Loyalists worst enemy and will be seen in numbers against Knalgans or Northerners. Slow and weak, Nightmares will have to cover him with his tanks. Your ability to win will often be measured by your ability to clean your way to hit him.&lt;br /&gt;
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&amp;lt;u&amp;gt;Howling Darkness:&amp;lt;/u&amp;gt; as an expensive unit without melee attack, the &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; is an ideal target when you are countering, but as it is fast and skirmisher, go for hitting the unit when you have a good chance to kill or it will slip through your net. It will often be use to support &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; on offense to reduce your retaliation and can be a threat itself at night especially against the cold fearing Drakes.&lt;br /&gt;
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&amp;lt;u&amp;gt;Unstable Elemental:&amp;lt;/u&amp;gt; this versatile unit can be used as a scout mostly in its tornado form that you can find in plain, road and castle. It will most likely never fight in this form and will prefer to move to hill or forest when he is ready to fight. Up to you to accept or not the challenge as it will be much slower in those forms. The &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; most disturbing use is when it moves behind your lines and take a defending form (quake, bramble or eventually whirlpool), cutting your retreat. The slow ranged attack of the bramble form, obviously combines well with &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s charge at level 1 and berserk at level 2.&lt;br /&gt;
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&amp;lt;u&amp;gt;Creepers:&amp;lt;/u&amp;gt; if you are not playing a chaotic faction, this unit should not change much in your strategy. You should keep trying to catch units with more hitpoints at your best time of the day, so that you don't waste too much fire power to kill this cheap unit. If you are chaotic though, you may have to adapt in order to cope with those pests that can hit you when you are at your weakest. When attacking &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt; on melee, target the ones with few &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt; around so that you reduce the retaliation. When they form a chain, you can consider breaking it in two to double their upkeep.&lt;br /&gt;
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== Drakes ==&lt;br /&gt;
If both teams were randomly picked, they will most probably be badly prepared for this very offensive match, but so you may, as the saurians you'll have picked early won't be your best weapons. The &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;, Nightmares best asset at attack, and the &amp;lt;i&amp;gt;Drake Burner&amp;lt;/i&amp;gt;, your own nightmare killer, are both expensive recruits so each side would wait to know their opponent before recruiting them. So if the game is starting at dawn, it is very likely that the first night will be quite peaceful and you will have plenty of time to equip yourself in &amp;lt;i&amp;gt;Burners&amp;lt;/i&amp;gt; for the next day.&lt;br /&gt;
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&amp;lt;i&amp;gt;Burners&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; are the best enemies and two of one kind can kill one of the other every turn at their best time of the day. It shows how crucial the dusk will be for your Drakes, so be ready to retreat in time. As you are at least as fast as the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;, if Nightmares has fallen back too much at day, you will have a easy retreat. If he has stayed close to you to prepare counter, retreat using &amp;lt;i&amp;gt;Drake Fighters&amp;lt;/i&amp;gt; to cover your &amp;lt;i&amp;gt;Burners&amp;lt;/i&amp;gt; from the &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt;. That strategy might fail if Nightmares succeed at trapping you with &amp;lt;i&amp;gt;Howling Darknesses&amp;lt;/i&amp;gt;. That is the reason why, using your &amp;lt;i&amp;gt;Drake Fighters&amp;lt;/i&amp;gt; on them at day is the second objective you have to meet to keep the match going.&lt;br /&gt;
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Depending on the number of &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; turning to &amp;lt;i&amp;gt;Skirmisher&amp;lt;/i&amp;gt; might be a decent alternative. Beside dealing free damage to the &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; when they are the most impetuous, the &amp;lt;i&amp;gt;Skirmisher&amp;lt;/i&amp;gt; have additional benefits: dealing a lot of retaliation to not slippery &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;, getting high defense units that might requires Nightmares to get more &amp;lt;i&amp;gt;Black Cats&amp;lt;/i&amp;gt;. On top of that, as saurians resist well &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;'s arcane, they can force Nightmares to turn to &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; that are of not much use against your Drakes.&lt;br /&gt;
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&amp;lt;u&amp;gt;Drake Burner:&amp;lt;/u&amp;gt; he is &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;'s fierest enemy. As you will definively see many of them around, getting as much &amp;lt;i&amp;gt;Burners&amp;lt;/i&amp;gt; as you can is a safe strategy. As only quick ones are truely faster than the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;, when they can't reach any, they can also have a shot at the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;. As both &amp;lt;i&amp;gt;Burner&amp;lt;/i&amp;gt;'s advancement are awesome against Nightmares, you should try to level one.&lt;br /&gt;
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&amp;lt;u&amp;gt;Drake Clasher:&amp;lt;/u&amp;gt; due to his slowness and his price, the &amp;lt;i&amp;gt;Clasher&amp;lt;/i&amp;gt; is not the best buy against Nightmares. You can however decide to get one if Nightmares haven't any &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; as it can retaliate the &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; charge with one of his two attacks depending on their trait. When &amp;lt;i&amp;gt;Howling Darknesses&amp;lt;/i&amp;gt; are around, their mobility and their cold attack will be devastating to the &amp;lt;i&amp;gt;Clasher&amp;lt;/i&amp;gt; with no chance of retaliation. You don't want them to have such easy kills.&lt;br /&gt;
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&amp;lt;u&amp;gt;Drake Fighter:&amp;lt;/u&amp;gt; the &amp;lt;i&amp;gt;Drake Fighter&amp;lt;/i&amp;gt; is necessary to cover &amp;lt;i&amp;gt;Burners&amp;lt;/i&amp;gt;' retreat at the end of the day as they will give maximum retaliation to &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s charge and they are relatively cheap. They should not however try to shield off the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt; as they won't be able to survive the whole night. When attacking, the &amp;lt;i&amp;gt;Drake Fighter&amp;lt;/i&amp;gt; should focus on the &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt;, the &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt; or the &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt;, but don't forget his fire range can cheaply harass the opponent's &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; if you have no better target.&lt;br /&gt;
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&amp;lt;u&amp;gt;Drake Glider:&amp;lt;/u&amp;gt; faster than the &amp;lt;i&amp;gt;Drake Fighter&amp;lt;/i&amp;gt; with better defence and an impact damage type that can scare away the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;, the &amp;lt;i&amp;gt;Drake Glider&amp;lt;/i&amp;gt; can be used for holding off the Nightmares when &amp;lt;i&amp;gt;Burners&amp;lt;/i&amp;gt; are retreating. During attack at day time, they will be useful mostly for trapping the Nightmares at dawn and prevent them from fleeing too easily. As they are not as efficient as the &amp;lt;i&amp;gt;Drake Fighter&amp;lt;/i&amp;gt; at dealing damage to the &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; the role they can play is still secondary and you should not recruit too many of them.&lt;br /&gt;
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&amp;lt;u&amp;gt;Saurian Augur:&amp;lt;/u&amp;gt; the &amp;lt;i&amp;gt;Augur&amp;lt;/i&amp;gt; with his low hitpoints and cold damage doesn't not play a big role in this matchup. He will have trouble getting away from the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; and Drakes won't have really time to protect him. Because the damages dealt are so heavy, his healing skill is minored in interest. His cold ranged attack should be used on &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; or anything else that he can kill. You may take your chance and feed him with kills as at level 2, the &amp;lt;i&amp;gt;Soothsayer&amp;lt;/i&amp;gt; will be able to cure &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt;'s jinx.&lt;br /&gt;
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&amp;lt;u&amp;gt;Saurian Skirmisher:&amp;lt;/u&amp;gt; Depending on the number of &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; the &amp;lt;i&amp;gt;Skirmisher&amp;lt;/i&amp;gt; might be a good choice for recruitment. Nearly as fast as them, doing free damage on melee, they beat them in price. However, due to Saurians' weakness on both cold and impact, keeping them alive might be a difficult task. Hence it is only possible if &amp;lt;i&amp;gt;Howling Darknesses&amp;lt;/i&amp;gt; are enough to guarantee a target before &amp;lt;i&amp;gt;Skirmisher&amp;lt;/i&amp;gt; dies.&lt;br /&gt;
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== Knalgan ==&lt;br /&gt;
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== Loyalists ==&lt;br /&gt;
When Loyalists' player realizes he faces Nightmares of Meloen, his attention should constantly be focused on the &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt;. The large range of Loyalists' melee units can be used to bring them down before night. As your opponent will try his best as zocing you out from getting at his &amp;lt;i&amp;gt;Watchers&amp;lt;/i&amp;gt;, recruiting a bit of any melee units is one important step to ruin his strategy.&lt;br /&gt;
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While the &amp;lt;i&amp;gt;Spearman&amp;lt;/i&amp;gt; gets the best damage per gold, he is quite easily controlled by the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;. Hence you should have some &amp;lt;i&amp;gt;Cavalrymen&amp;lt;/i&amp;gt; to attack from the distance, moreover his good impact resistance can make him a good blocker against the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;.&lt;br /&gt;
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When attacking &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; with &amp;lt;i&amp;gt;Mages&amp;lt;/i&amp;gt; you should try to finish from fear that Nightmares sacrifice him on your &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt; hoping for a kill. For most others attack combo, the most important is to deal maximum damage. As the Nightmares don't really have an efficient village holder, they will have to give up villages reducing their ability to heal. The only exception is the &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt; as he is so deadly that you want to have him dead.&lt;br /&gt;
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&amp;lt;u&amp;gt;Bowman:&amp;lt;/u&amp;gt; the &amp;lt;i&amp;gt;Bowman&amp;lt;/i&amp;gt; is less efficient at dealing damage to Nightmares than the &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt;. For this reason you should restrain yourself from getting them. However, if you lack gold or if you already have one, it can be quite useful poking safely the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt; and the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; or against the &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt; at retaliating. His additional hitpoints can be a life saver.&lt;br /&gt;
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&amp;lt;u&amp;gt;Cavalryman:&amp;lt;/u&amp;gt; this is a key unit for this matchup. His high resistance to impact damage helps containing the Nightmares push at night while his speed allows him to switch quickly to the attack mode on &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt;. The &amp;lt;i&amp;gt;Cavalryman&amp;lt;/i&amp;gt; can also successfully chase down a fleeing &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; and you can use his 3 strikes to ensure a hit on the &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt;. His blade damage is also doing well against the bramble form of the &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt;. So get some of them and try to level one.&lt;br /&gt;
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&amp;lt;u&amp;gt;Fencer:&amp;lt;/u&amp;gt; get them if wounded &amp;lt;i&amp;gt;Howling Darknesses&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; keep escaping your grip. They will only have small use in defense, as the combination of &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt;'s jinx attack and their own bad resistance are promises of short life when facing the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;. If you have no problem killing your quota of &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; you probably better keep the gold for a &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt;.&lt;br /&gt;
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&amp;lt;u&amp;gt;Heavy Infantry:&amp;lt;/u&amp;gt; do only recruit them when Nightmares abuse of &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt;. As soon as they appear, they will be the target of &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; to clear the way for the &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt;. As your &amp;lt;i&amp;gt;Heavy Infantry&amp;lt;/i&amp;gt;'s armor is no use against them, you should make sure they are in &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt;'s range only at the second night otherwise you will probably lose too much gold. Due to their slowness, they will only be useful in defense so the best time to get recruit them is usually at dusk or first night. On attack they should target anything but the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt; whenever possible.&lt;br /&gt;
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&amp;lt;u&amp;gt;Horseman:&amp;lt;/u&amp;gt; while the &amp;lt;i&amp;gt;Horseman&amp;lt;/i&amp;gt; powerful charge let's you hope of huge damage, its cost is a deterrent to having one in the early game. If the game gets longer and you succeed in cashing enough gold, you can then get one as he will do well at &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt; assassination with his impact resistance cutting down the retaliation, and will simply be deadly against the &amp;lt;i&amp;gt;Howling Darknesses&amp;lt;/i&amp;gt;.&lt;br /&gt;
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&amp;lt;u&amp;gt;Mage:&amp;lt;/u&amp;gt; the &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt; will be a powerful weapon against the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;. However, his low hitpoints require you to protect them at any time of the day. Hit the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; you have the best chance to kill, as even wounded his charge attack is danger for your &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt;'s life. Because he is so weak against the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;, don't feed him with kills. He will probably never live long enough to level.&lt;br /&gt;
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&amp;lt;u&amp;gt;Merman Fighter:&amp;lt;/u&amp;gt; when water is present in the map, getting a &amp;lt;i&amp;gt;Merman Fighter&amp;lt;/i&amp;gt; or two is a good idea. Since Nightmares don't have good movement on water, they can force the &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; to move to water to control them or they will be able to reach the &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt;. When facing a whirlpool form of the &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; do not fear to engage in combat as they have worst resistance than your &amp;lt;i&amp;gt;Merman Fighters&amp;lt;/i&amp;gt;.&lt;br /&gt;
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&amp;lt;u&amp;gt;Spearman:&amp;lt;/u&amp;gt; as always, the &amp;lt;i&amp;gt;Spearman&amp;lt;/i&amp;gt; will be the first recruit to turn to. He can both retaliate hard on the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s charges and do severe damage to the &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt;. His low price allows you to get enough to protect efficiently your &amp;lt;i&amp;gt;Mages&amp;lt;/i&amp;gt; from the threat of &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt;. Combining with &amp;lt;i&amp;gt;Cavalryman&amp;lt;/i&amp;gt; is a must though, as you want to diversify your damage type to leverage on the resistance bonus of the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s trait and get more speed to chase Nightmares down when the day comes.&lt;br /&gt;
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== Undead ==&lt;br /&gt;
Having to fight Nightmares is one to the toughest experience for Undead. Unlike what they are used to, Undead in this matchup will play by counter-attack as the ability of make most damage is not on their side. While you will be relatively safe on the ranged front, the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s impact will break his &amp;lt;i&amp;gt;Skeletons&amp;lt;/i&amp;gt; in piece, the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;'s arcane will tear them apart while the cheap &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt;' banding is an additional threat to your &amp;lt;i&amp;gt;Dark Adepts&amp;lt;/i&amp;gt;. So you will have to turn on the survival mode as soon as possible, recruiting &amp;lt;i&amp;gt;Ghoul&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Ghost&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Walking Corpse&amp;lt;/i&amp;gt;, still some &amp;lt;i&amp;gt;Skeletons&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Dark Adept&amp;lt;/i&amp;gt; for the counter.&lt;br /&gt;
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Always keep a decent amount of &amp;lt;i&amp;gt;Dark Adepts&amp;lt;/i&amp;gt; on the board in order to keep Nightmares under pressure. This way you will be ruling on the ranged as they will rule on the melee part. As you will unlikely face the threat of &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; in the beginning, you will have to deal with &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; first by recruiting &amp;lt;i&amp;gt;Walking Corpses&amp;lt;/i&amp;gt; to contain them. While your &amp;lt;i&amp;gt;Walking Corpses&amp;lt;/i&amp;gt; begin taming the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;, Nightmares will send more &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt;. Try to make them attack your &amp;lt;i&amp;gt;Skeletons&amp;lt;/i&amp;gt; as if they get wounded, they will become an easy job for your &amp;lt;i&amp;gt;Dark Adepts&amp;lt;/i&amp;gt;. &lt;br /&gt;
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It is quite sure that at a certain moment, as your &amp;lt;i&amp;gt;Walking Corpses&amp;lt;/i&amp;gt; starts getting annoying, Nightmares will recruit &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt;. As level 0 units, they are quite a natural opposition for the &amp;lt;i&amp;gt;Walking Corpses&amp;lt;/i&amp;gt;, however they require some special techniques to deal with them. &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt; have a neutral alignment so you better fight them at night as two hits will be enough to kill them (they won't get plagued). As the band to inflict maximum damage you should always try to attack the most isolated ones, if you really need to kill one in the pack, better use the &amp;lt;i&amp;gt;Skeleton&amp;lt;/i&amp;gt; as he resists strongly their pierce.&lt;br /&gt;
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&amp;lt;u&amp;gt;Dark Adept:&amp;lt;/u&amp;gt; again, the &amp;lt;i&amp;gt;Dark Adept&amp;lt;/i&amp;gt; will be your best unit for attacking. The threat of the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s charge will be the major challenge, as three hits are enough to kill them at night. When they are in position to attack they should hit the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; first as they will do maximum damage against them. The second best choice being the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;. Try to pick your target so your &amp;lt;i&amp;gt;Dark Adept&amp;lt;/i&amp;gt; can take the shoot from good defense or make sure you can cover him immediately.&lt;br /&gt;
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&amp;lt;u&amp;gt;Ghost:&amp;lt;/u&amp;gt; with drains on its arcane melee, the &amp;lt;i&amp;gt;Ghost&amp;lt;/i&amp;gt; can enjoy this matchup. It is efficient against the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;, the &amp;lt;i&amp;gt;Scornful watcher&amp;lt;/i&amp;gt;, the &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; at to a lesser extend the &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt;. Its only problem will be when facing full health &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt;. As the &amp;lt;i&amp;gt;Ghost&amp;lt;/i&amp;gt; has worst resistance, less hitpoints and doesn't hit as hard, it should not engage in direct fight with them. Hopefully it can rely on its better movement points to make sure to keep far enough, as long as it doesn't get slowed by the bramble form of the &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt;.&lt;br /&gt;
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&amp;lt;u&amp;gt;Ghoul:&amp;lt;/u&amp;gt; the &amp;lt;i&amp;gt;Ghoul&amp;lt;/i&amp;gt; is an important unit in this matchup. That is the best candidate for holding village against &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; with its poison and &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; with its relative resistance to arcane. He can also poison &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; to force them to heal, depriving Nightmares of support units.&lt;br /&gt;
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&amp;lt;u&amp;gt;Skeleton:&amp;lt;/u&amp;gt; its is a good support unit against Nightmares. As it certainly fears the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s impact and &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;'s arcane melee, he can cause enough damage to make its sacrifice worthwhile. While the &amp;lt;i&amp;gt;Skeleton&amp;lt;/i&amp;gt; can help clearing &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt; out of the way, it is not worth putting it on bad defense terrain for that as the Nightmares' counter will hurt him badly. It is also the best weapon against &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt; if they are present on the field but it is not worth to feed it with kills, better use a &amp;lt;i&amp;gt;Walking Corpse&amp;lt;/i&amp;gt; to plague them.&lt;br /&gt;
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&amp;lt;u&amp;gt;Skeleton Archer:&amp;lt;/u&amp;gt; do not recruit any &amp;lt;i&amp;gt;Archer&amp;lt;/i&amp;gt;, they are made of the kind of bones &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; likes to play with. At any time of the day, the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; will be attracted by them and his impact charge attack will destroy them within the second. There is no way the &amp;lt;i&amp;gt;Skeleton Archer&amp;lt;/i&amp;gt; can make enough damage before dying to repay its gold.&lt;br /&gt;
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&amp;lt;u&amp;gt;Vampire Bat:&amp;lt;/u&amp;gt; even the hax power of the &amp;lt;i&amp;gt;Bat&amp;lt;/i&amp;gt; is not enough to save them against the charge of an &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;. Any bat is killed in two hits and the intelligent ones are dead in one single hit at night. If you got one, use it to steal village or disrupt Nightmares' organization. But stay away from &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; at all time.&lt;br /&gt;
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&amp;lt;u&amp;gt;Walking Corpse:&amp;lt;/u&amp;gt; the use of &amp;lt;i&amp;gt;Walking Corpse&amp;lt;/i&amp;gt; is mainly for obstructing, screening off &amp;lt;i&amp;gt;Dark Adepts&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Skeleton&amp;lt;/i&amp;gt; from their foes. You can also place them around units that are holding a position to reduce the number of spots available for attack. On attack, they should focus on &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;.&lt;br /&gt;
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== Rebels ==&lt;br /&gt;
When Rebels realize they are playing against Nightmares, their first idea will be to get some &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt;. While this is a good idea, the best is too wait for dawn or second night to get one, so that Nightmares are at the closest to launch the counter. When you get your &amp;lt;i&amp;gt;Wose&amp;lt;/i&amp;gt;, you need to get some &amp;lt;i&amp;gt;Mages&amp;lt;/i&amp;gt; quickly. They will make &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; think twice before pushing at the end of the night when your &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt; get engaged. At other time of the day, better to keep recruiting Elves.&lt;br /&gt;
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On counter, use the &amp;lt;i&amp;gt;Wose&amp;lt;/i&amp;gt; first on &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; at dawn, backed by &amp;lt;i&amp;gt;Mages&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Elvish Shaman&amp;lt;/i&amp;gt; staying on good defense to slow any &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; or &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;, the &amp;lt;i&amp;gt;Elvish Fighters&amp;lt;/i&amp;gt; covering up while other units deploy to get ready for the push. When pushing keep the &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt; moving full speed while Elves try to slow, zoc in and trap Nightmares. When attacking, use &amp;lt;i&amp;gt;Elvish Fighters&amp;lt;/i&amp;gt; on &amp;lt;i&amp;gt;Black Cats&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Mages&amp;lt;/i&amp;gt; on &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Elvish Shamans&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt; on &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;.&lt;br /&gt;
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When retreating, let the &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt; go full speed while using &amp;lt;i&amp;gt;Elvish Fighters&amp;lt;/i&amp;gt; cover the fleeing &amp;lt;i&amp;gt;Mages&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Elvish Shamans&amp;lt;/i&amp;gt;. As they will get wounded pretty badly keep on recruiting more to be able to hold until next day. When you can't retreat anymore, use to Elves in lines, &amp;lt;i&amp;gt;Elvish Fighters&amp;lt;/i&amp;gt; on the most exposed spots and &amp;lt;i&amp;gt;Elvish Archers&amp;lt;/i&amp;gt; or &amp;lt;i&amp;gt;Elvish Scouts&amp;lt;/i&amp;gt; elsewhere. Keep slowing &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; if your healthiest &amp;lt;i&amp;gt;Elvish Shaman&amp;lt;/i&amp;gt; can stay on forest with some cover. On defense at night, do not use the &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt; to hold the line, but rather leave them behind to regenerate as it will help make the Nightmares' &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; aimless.&lt;br /&gt;
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&amp;lt;u&amp;gt;Elvish Archer:&amp;lt;/u&amp;gt; if the &amp;lt;i&amp;gt;Elvish Archer&amp;lt;/i&amp;gt; does not make as much damage as the &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt; and does not have has much hitpoints as the &amp;lt;i&amp;gt;Elvish Fighter&amp;lt;/i&amp;gt; he can still be of some use. It can increase the speed of your army while making significant damage on Nightmares' melee units for free. He can replace an &amp;lt;i&amp;gt;Elvish Scout&amp;lt;/i&amp;gt; but can't take the role of an &amp;lt;i&amp;gt;Elvish Fighter&amp;lt;/i&amp;gt;. So recruiting some is enough.&lt;br /&gt;
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&amp;lt;u&amp;gt;Elvish Fighter:&amp;lt;/u&amp;gt; there is obviously no chance for you to win in this matchup if you don't rely on &amp;lt;i&amp;gt;Elvish Fighter&amp;lt;/i&amp;gt; resilience and punch. He is the guy that will bring down any ranged units of Nightmares, and he will make maximum retaliation on &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; or &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt; before leaving. That is the best hitpoints that money can buy and he will act trustfully as &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt;'s or &amp;lt;i&amp;gt;Elvish Shaman&amp;lt;/i&amp;gt;'s bodyguard.&lt;br /&gt;
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&amp;lt;u&amp;gt;Elvish Scout:&amp;lt;/u&amp;gt; on wide maps, it can be good to have some, but most of time, you will get one for village grabbing only. In the middle of the game, you will go for &amp;lt;i&amp;gt;Elvish Fighters&amp;lt;/i&amp;gt; and an &amp;lt;i&amp;gt;Elvish Archer&amp;lt;/i&amp;gt; once in a while. You will recruit more &amp;lt;i&amp;gt;Elvish Scouts&amp;lt;/i&amp;gt; only is you think that you have some chances to level them with the required XP being one kill lower then &amp;lt;i&amp;gt;Elvish Archers&amp;lt;/i&amp;gt;'.&lt;br /&gt;
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&amp;lt;u&amp;gt;Elvish Shaman:&amp;lt;/u&amp;gt; she is as usual the hidden treasure of the Rebels. With slow special, she is able to reduce the damage Nightmares will inflict at night and nailed down the &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; when they have to retreat. With her high defense on forest, she is quite difficult to take down for the &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; while they can't really get help from the &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt; as he would feared to get slowed in front of angry &amp;lt;i&amp;gt;Elvish Fighters&amp;lt;/i&amp;gt;.&lt;br /&gt;
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&amp;lt;u&amp;gt;Mage:&amp;lt;/u&amp;gt; the use of Rebels' &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt; will be quite different from Loyalists'. As the presence of &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt; will call for &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt;, the &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt;'s main role will be to put pressure on them and counter when the day comes. For this job, a quick mage is best as he can catch up with running &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt;. When targeting them, make sure you hit the ones with most XP as you don't want one to level. He will again be the preferred target for the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; and hence should be covered with &amp;lt;i&amp;gt;Elvish Fighters&amp;lt;/i&amp;gt; at night as the &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt; will be busy running away from &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt;.&lt;br /&gt;
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&amp;lt;u&amp;gt;Merman Hunter:&amp;lt;/u&amp;gt; less useful than the Loyalists' &amp;lt;i&amp;gt;Merman Fighter&amp;lt;/i&amp;gt;, he still can get some use if a patch of water in present in the map. Try to use them to fix an &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; in the water. Don't hesitate to attack him as your resistances are better than his.&lt;br /&gt;
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&amp;lt;u&amp;gt;Wose:&amp;lt;/u&amp;gt; you can recruit some &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt; as he is very efficient at countering the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s charges or taking them down at day time. While he is resistant to most Nightmares' attacks, he is very weak when facing the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt; who can inflict heavy damage with its arcane melee while getting healed from drains. As the &amp;lt;i&amp;gt;Wose&amp;lt;/i&amp;gt; is as expensive and slower then the &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; you can't afford to let him fight them alone and should back him with &amp;lt;i&amp;gt;Mages&amp;lt;/i&amp;gt;.&lt;br /&gt;
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== Northerners ==&lt;br /&gt;
Both factions do have tremendous melee heavy hitters: the cheap &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; and the cheaper &amp;lt;i&amp;gt;Orcish Grunt&amp;lt;/i&amp;gt;. Relying on them to make a breakthrough is quite a gamble and the best way to keep in control of the game is more than often making the best use of the ranged fighters, the &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt; for one side, the &amp;lt;i&amp;gt;Orcish Archer&amp;lt;/i&amp;gt; for the other. Due to the threat they represent, they will be the focus of the melee unit tactics.&lt;br /&gt;
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Another similarity between these two factions is how the &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt; and the &amp;lt;i&amp;gt;Orcish Assassin&amp;lt;/i&amp;gt; are used. Both unit bypass the defense to hit the target and disrupt it until it has healed on a village. As both factions, don't have a healer, the villages is an important asset and should be kept at all time. Your &amp;lt;i&amp;gt;Orcish Assassin&amp;lt;/i&amp;gt; does only impact a couple of Nightmares' units so you should keep them in low number.&lt;br /&gt;
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Northerners makes better use of terrain to improve defense so you push Nightmares to fight you on patches of good terrain. Keep in mind to always put in front the units with more hitpoints so to make maximum retaliation and give you opportunity to kill on your turn. They also have more diverse damage type available and so can more easily press on &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s weak point depending on his trait.&lt;br /&gt;
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&amp;lt;u&amp;gt;Goblin Spearman:&amp;lt;/u&amp;gt; evidence that the little one from the Orcs family play an essential role has still to be found. But you can still get a couple of &amp;lt;i&amp;gt;Goblin Spearmen&amp;lt;/i&amp;gt; in some circumstances. They can be helpful at taking down the ranged oriented &amp;lt;i&amp;gt;Black Cats&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt;, can hold a village quite well when facing a single &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; and can give a hand at disinfecting an area from &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt;.&lt;br /&gt;
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&amp;lt;u&amp;gt;Naga Fighter:&amp;lt;/u&amp;gt; when a patch of water is available, recruiting a &amp;lt;i&amp;gt;Naga Fighter&amp;lt;/i&amp;gt; may be required. While his range is very similar to the &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; due to his decent movetype on land, he cannot fight as well as the &amp;lt;i&amp;gt;Merman Fighter&amp;lt;/i&amp;gt; against them. The risk is to see a &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; appear and counter with its poorly resisted cold ranged attack. So careful scouting prior to an attack is a must.&lt;br /&gt;
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&amp;lt;u&amp;gt;Orcish Archer:&amp;lt;/u&amp;gt; he is Northerners' best weapon against &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; with their low defense everywhere and, for this reason, will attract &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; as if he was a mage. The other special of the &amp;lt;i&amp;gt;Orcish Archer&amp;lt;/i&amp;gt; is that he will be the only unit to make equal damage to any &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; regardless of his trait, so you can always use him on the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; that resists best the damage type you have recruited. You have to protect him though and leveling one is a big achievement for this matchup.&lt;br /&gt;
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&amp;lt;u&amp;gt;Orcish Assassin:&amp;lt;/u&amp;gt; the &amp;lt;i&amp;gt;Orcish Assassin&amp;lt;/i&amp;gt; while not being to kill much in this matchup has a lot of use, you can have one on the board at any time. If all Nightmares' units can be poisoned, the ones that give the hardest time to Northerners can be: &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt;. Poisoning &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; is particularly efficient as they possibly get a lot of damage in retaliation if they keep attacking so Nightmares do not want them to be low on HP. When the opportunity shows, poisoning the &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; is neat too.&lt;br /&gt;
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&amp;lt;u&amp;gt;Orcish Grunt:&amp;lt;/u&amp;gt; the loyal &amp;lt;i&amp;gt;Grunt&amp;lt;/i&amp;gt; proves himself again one of the best units in this matchup. Being able to do heavy retaliation on both &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;, he is in charge of clearing &amp;lt;i&amp;gt;Black Cats&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; from the map. When all the possible targets have been decimated, you can use him the protect your &amp;lt;i&amp;gt;Orcish Archer&amp;lt;/i&amp;gt; from &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; or your &amp;lt;i&amp;gt;Troll Whelp&amp;lt;/i&amp;gt; from &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt;.&lt;br /&gt;
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&amp;lt;u&amp;gt;Troll Whelp:&amp;lt;/u&amp;gt; he is the solution when the board starts looking like an egg incubator. His impact damage and regeneration, combined with his low price makes him any &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; spam a complete failure. The &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; like to use his arcane weakness to drain him so you should only recruit &amp;lt;i&amp;gt;Troll Whelp&amp;lt;/i&amp;gt; when the number of &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; requires them. The &amp;lt;i&amp;gt;Troll Whelp&amp;lt;/i&amp;gt;'s regeneration does not cure the effect of the &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt;'s jinx, so, if cursed, his defense will drop to a critical low.&lt;br /&gt;
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&amp;lt;u&amp;gt;Wolf Rider:&amp;lt;/u&amp;gt; with his exceptional movement and his three strike attack, the &amp;lt;i&amp;gt;Wolf Rider&amp;lt;/i&amp;gt; can have an use against Nightmares depending on your play style. He can track down wounded or poisoned units when they flee, he can also keep in range to &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; for free hit. Generally speaking, his movetype allows you to dispatch him wherever you need one hit or two without using one of your heavy hitters.&lt;br /&gt;
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&amp;lt;u&amp;gt;Summary:&amp;lt;/u&amp;gt;&lt;br /&gt;
There is two strategies to fight Nightmares with Northerners.&lt;br /&gt;
The first one is to rely on &amp;lt;i&amp;gt;Troll Whelps&amp;lt;/i&amp;gt; to control the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;. As a consequence, Nightmares will recruit &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; to heal on them while inflicting enough damage with &amp;lt;i&amp;gt;Troll Whelp&amp;lt;/i&amp;gt;'s arcane weakness and his low defense. On your side, you will recruit &amp;lt;i&amp;gt;Orcish Archers&amp;lt;/i&amp;gt; to beat the &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; down. You still have to recruit some &amp;lt;i&amp;gt;Orcish Grunts&amp;lt;/i&amp;gt; as he is still the best unit to hold at strategic place against the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;.&lt;br /&gt;
The second path you can go is to go for maximum of &amp;lt;i&amp;gt;Orcish Grunts&amp;lt;/i&amp;gt;. If so, be ready to see &amp;lt;i&amp;gt;Black Cats&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; coming in to take at them. They will be covered by &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; that you will target with some &amp;lt;i&amp;gt;Orcish Assassin&amp;lt;/i&amp;gt; to disrupt his organization and still some &amp;lt;i&amp;gt;Orcish Archers&amp;lt;/i&amp;gt;. As poison will be often used and you will face ranged units, the &amp;lt;i&amp;gt;Wolf Rider&amp;lt;/i&amp;gt; can bring additional tactics that can help getting a kill or extend the effect of poison on a trapped unit.&lt;/div&gt;</summary>
		<author><name>Krotop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=How_to_play_vs_Nightmares&amp;diff=34462</id>
		<title>How to play vs Nightmares</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=How_to_play_vs_Nightmares&amp;diff=34462"/>
		<updated>2010-03-12T14:03:34Z</updated>

		<summary type="html">&lt;p&gt;Krotop: /* Drakes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General strategy against Nightmares ==&lt;br /&gt;
The faction of Nightmares of Meloen is chaotic (except &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; that are neutral). It is composed of quite fast units with many specials or abilities. For this reason, if you command a lawful faction you have to follow strictly the day/night cycle. They can hit quite hard at night but on the other hand they have several units with low resistance or low defense. So according to the recruitment you did, you should be able to counter with some result at your best time of the day.&lt;br /&gt;
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The Nightmares of Meloen don't have particularly efficient units to hold on villages. Taking into account the high price of some of their units (&amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt;), you can try to win with your economy, getting their villages earlier, holding your villages longer, by preventing them to have enough gold to buy expensive units. They have some cheap units too, but depending on which faction you play, these sometimes lack of efficiency to hurt you.&lt;br /&gt;
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&amp;lt;u&amp;gt;Unhatched:&amp;lt;/u&amp;gt; as this unit will charge to inflict maximum damage, you should screen your ranged specialists so it can't reach them. To do so you might rely on different units according to its trait as each trait give it some resistance bonus for some damage type. If you succeed to have the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; able to attack only on your melee fighters, it might decide to do so, but will most likely receive retaliation. Get ready to finish them on your turn if the time is right.&lt;br /&gt;
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&amp;lt;u&amp;gt;Black Cat:&amp;lt;/u&amp;gt; with its magical attack and the jinx special, the &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt; is one of the first unit you may want to kill if you are not Undead. It benefits of high defense but her pretty bad resistances help to kill her in a minimum of strikes when your best time of the day has come. After it has hit you, &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt; or &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; will most likely follow to inflict heavy damage.&lt;br /&gt;
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&amp;lt;u&amp;gt;Life Thief:&amp;lt;/u&amp;gt; arcane melee with drains, we all know from those pesky &amp;lt;i&amp;gt;Ghosts&amp;lt;/i&amp;gt; that units of this kind are not easy to handle. &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; will be seen in any matchup but against Loyalists. Fight them with ranged fire or arcane, slow them or run away from them as they are rather slow. As their defense and their physical resistances are lower than the &amp;lt;i&amp;gt;Ghost&amp;lt;/i&amp;gt;'s, countering them with any range unit is good enough to deal with its additional hitpoints. Even the usage of blade or pierce melee can be acceptable from high defense, if you fight under an advantageous time of day.&lt;br /&gt;
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&amp;lt;u&amp;gt;Scornful Watcher:&amp;lt;/u&amp;gt; his ranged attack turns arcane resistance into weakness. For this reason, he will be Loyalists worst enemy and will be seen in numbers against Knalgans or Northerners. Slow and weak, Nightmares will have to cover him with his tanks. Your ability to win will often be measured by your ability to clean your way to hit him.&lt;br /&gt;
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&amp;lt;u&amp;gt;Howling Darkness:&amp;lt;/u&amp;gt; as an expensive unit without melee attack, the &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; is an ideal target when you are countering, but as it is fast and skirmisher, go for hitting the unit when you have a good chance to kill or it will slip through your net. It will often be use to support &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; on offense to reduce your retaliation and can be a threat itself at night especially against the cold fearing Drakes.&lt;br /&gt;
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&amp;lt;u&amp;gt;Unstable Elemental:&amp;lt;/u&amp;gt; this versatile unit can be used as a scout mostly in its tornado form that you can find in plain, road and castle. It will most likely never fight in this form and will prefer to move to hill or forest when he is ready to fight. Up to you to accept or not the challenge as it will be much slower in those forms. The &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; most disturbing use is when it moves behind your lines and take a defending form (quake, bramble or eventually whirlpool), cutting your retreat. The slow ranged attack of the bramble form, obviously combines well with &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s charge at level 1 and berserk at level 2.&lt;br /&gt;
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&amp;lt;u&amp;gt;Creepers:&amp;lt;/u&amp;gt; if you are not playing a chaotic faction, this unit should not change much in your strategy. You should keep trying to catch units with more hitpoints at your best time of the day, so that you don't waste too much fire power to kill this cheap unit. If you are chaotic though, you may have to adapt in order to cope with those pests that can hit you when you are at your weakest. When attacking &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt; on melee, target the ones with few &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt; around so that you reduce the retaliation. When they form a chain, you can consider breaking it in two to double their upkeep.&lt;br /&gt;
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== Drakes ==&lt;br /&gt;
If both teams were randomly picked, they will most probably be badly prepared for this very offensive match, but so you may, as the saurians you'll have picked early won't be your best weapons. The &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;, Nightmares best asset at attack, and the &amp;lt;i&amp;gt;Drake Burner&amp;lt;/i&amp;gt;, your own nightmare killer, are both expensive recruits so each side would wait to know their opponent before recruiting them. So if the game is starting at dawn, it is very likely that the first night will be quite peaceful and you will have plenty of time to equip yourself in &amp;lt;i&amp;gt;Burners&amp;lt;/i&amp;gt; for the next day.&lt;br /&gt;
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&amp;lt;i&amp;gt;Burners&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; are the best enemies and two of one kind can kill one of the other every turn at their best time of the day. It shows how crucial the dusk will be for your Drakes, so be ready to retreat in time. As you are at least as fast as the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;, if Nightmares has fallen back too much at day, you will have a easy retreat. If he has stayed close to you to prepare counter, retreat using &amp;lt;i&amp;gt;Drake Fighters&amp;lt;/i&amp;gt; to cover your &amp;lt;i&amp;gt;Burners&amp;lt;/i&amp;gt; from the &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt;. That strategy might fail if Nightmares succeed at trapping you with &amp;lt;i&amp;gt;Howling Darknesses&amp;lt;/i&amp;gt;. That is the reason why, using your &amp;lt;i&amp;gt;Drake Fighters&amp;lt;/i&amp;gt; on them at day is the second objective you have to meet to keep the match going.&lt;br /&gt;
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Depending on the number of &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; turning to &amp;lt;i&amp;gt;Skirmisher&amp;lt;/i&amp;gt; might be a decent alternative. Beside dealing free damage to the &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; when they are the most impetuous, the &amp;lt;i&amp;gt;Skirmisher&amp;lt;/i&amp;gt; have additional benefits: dealing a lot of retaliation to not slippery &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;, getting high defense units that might requires Nightmares to get more &amp;lt;i&amp;gt;Black Cats&amp;lt;/i&amp;gt;. On top of that, as saurians resist well &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;'s arcane, they can force Nightmares to turn to &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; that are of not much use against your Drakes.&lt;br /&gt;
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&amp;lt;u&amp;gt;Drake Burner:&amp;lt;/u&amp;gt; he is &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;'s fierest enemy. As you will definively see many of them around, getting as much &amp;lt;i&amp;gt;Burners&amp;lt;/i&amp;gt; as you can is a safe strategy. As only quick ones are truely faster than the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;, when they can't reach any, they can also have a shot at the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;. As both &amp;lt;i&amp;gt;Burner&amp;lt;/i&amp;gt;'s advancement are awesome against Nightmares, you should try to level one.&lt;br /&gt;
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&amp;lt;u&amp;gt;Drake Clasher:&amp;lt;/u&amp;gt; due to his slowness and his price, the &amp;lt;i&amp;gt;Clasher&amp;lt;/i&amp;gt; is not the best buy against Nightmares. You can however decide to get one if Nightmares haven't any &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; as it can retaliate the &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; charge with one of his two attacks depending on their trait. When &amp;lt;i&amp;gt;Howling Darknesses&amp;lt;/i&amp;gt; are around, their mobility and their cold attack will be devastating to the &amp;lt;i&amp;gt;Clasher&amp;lt;/i&amp;gt; with no chance of retaliation. You don't want them to have such easy kills.&lt;br /&gt;
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&amp;lt;u&amp;gt;Drake Fighter:&amp;lt;/u&amp;gt; the &amp;lt;i&amp;gt;Drake Fighter&amp;lt;/i&amp;gt; is necessary to cover &amp;lt;i&amp;gt;Burners&amp;lt;/i&amp;gt;' retreat at the end of the day as they will give maximum retaliation to &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s charge and they are relatively cheap. They should not however try to shield off the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt; as they won't be able to survive the whole night. When attacking, the &amp;lt;i&amp;gt;Drake Fighter&amp;lt;/i&amp;gt; should focus on the &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt;, the &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt; or the &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt;, but don't forget his fire range can cheaply harass the opponent's &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; if you have no better target.&lt;br /&gt;
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&amp;lt;u&amp;gt;Drake Glider:&amp;lt;/u&amp;gt; faster than the &amp;lt;i&amp;gt;Drake Fighter&amp;lt;/i&amp;gt; with better defence and an impact damage type that can scare away the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;, the &amp;lt;i&amp;gt;Drake Glider&amp;lt;/i&amp;gt; can be used for holding off the Nightmares when &amp;lt;i&amp;gt;Burners&amp;lt;/i&amp;gt; are retreating. During attack at day time, they will be useful mostly for trapping the Nightmares at dawn and prevent them from fleeing too easily. As they are not as efficient as the &amp;lt;i&amp;gt;Drake Fighter&amp;lt;/i&amp;gt; at dealing damage to the &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; the role they can play is still secondary and you should not recruit too many of them.&lt;br /&gt;
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&amp;lt;u&amp;gt;Saurian Augur:&amp;lt;/u&amp;gt; the &amp;lt;i&amp;gt;Augur&amp;lt;/i&amp;gt; with his low hitpoints and cold damage doesn't not play a big role in this matchup. He will have trouble getting away from the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; and Drakes won't have really time to protect him. Because the damages dealt are so heavy, his healing skill is minored in interest. His cold ranged attack should be used on &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; or anything else that he can kill. You may take your chance and feed him with kills as at level 2, the &amp;lt;i&amp;gt;Soothsayer&amp;lt;/i&amp;gt; will be able to cure &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt;'s jinx.&lt;br /&gt;
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&amp;lt;u&amp;gt;Saurian Skirmisher:&amp;lt;/u&amp;gt; Depending on the number of &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; the &amp;lt;i&amp;gt;Skirmisher&amp;lt;/i&amp;gt; might be a good choice for recruitment. Nearly as fast as them, doing free damage on melee, they beat them in price. However, due to Saurians' weakness on both cold and impact, keeping them alive might be a difficult task. Hence it is only possible if &amp;lt;i&amp;gt;Howling Darknesses&amp;lt;/i&amp;gt; are enough to guarantee a target before &amp;lt;i&amp;gt;Skirmisher&amp;lt;/i&amp;gt; dies.&lt;br /&gt;
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== Knalgan ==&lt;br /&gt;
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== Loyalists ==&lt;br /&gt;
When Loyalists realizes he faces Nightmares of Meloen, his attention should constantly be focused on the &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt;. The large range of Loyalists' melee units can be used to bring them down before night. As your opponent will try his best as zocing you out from getting at his &amp;lt;i&amp;gt;Watchers&amp;lt;/i&amp;gt;, recruiting a bit of any melee units is one important step to ruin his strategy.&lt;br /&gt;
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While the &amp;lt;i&amp;gt;Spearman&amp;lt;/i&amp;gt; gets the best damage per gold, he is quite easily controlled by the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;. Hence you should have some &amp;lt;i&amp;gt;Cavalryman&amp;lt;/i&amp;gt; to attack from the distance, moreover his good impact resistance can make him a good blocker against the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;.&lt;br /&gt;
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While when attacking &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; with &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt; you should try to finish from fear that Nightmares might sacrifice him on your &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt; hoping for a kill, for any other attack combo, the most important is to deal maximum damage. As the Nightmares don't really have an efficient village holder, they will have to give up villages reducing their ability to heal. The only exception is the &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt; as he is so deadly that you want to have him dead.&lt;br /&gt;
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&amp;lt;u&amp;gt;Bowman:&amp;lt;/u&amp;gt; the &amp;lt;i&amp;gt;Bowman&amp;lt;/i&amp;gt; is less efficient at dealing damage to Nightmares than the &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt;. For this reason you should restrain yourself from getting them. However, if you lack of gold or if you already have one, it can be quite useful against the &amp;lt;i&amp;gt;Live Thief&amp;lt;/i&amp;gt; and the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; or against the &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt; at retaliating. His additional hitpoints can be a life saver.&lt;br /&gt;
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&amp;lt;u&amp;gt;Cavalryman:&amp;lt;/u&amp;gt; this is a key unit for this matchup. His high resistance to impact damage helps containing the Nightmares push at night while his speed allows him to switch quickly to the attack mode on &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt;. The &amp;lt;i&amp;gt;Cavalryman&amp;lt;/i&amp;gt; can also successfully chase down a fleeing &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; and you can use his 4 strikes to nearly guarantee a hit on the &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt;. His blade damage is also doing well against the bramble form of the &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt;. So get some of them and try to level one.&lt;br /&gt;
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&amp;lt;u&amp;gt;Fencer:&amp;lt;/u&amp;gt; get them if wounded &amp;lt;i&amp;gt;Howling Darknesses&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; keep escaping your grip. They will only have small use in defense, as the combination of &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt;'s jinx attack and their own bad resistance are promises of short life when facing the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;. If you have no problem killing your quota of &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; you probably better keep the gold for a &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt;.&lt;br /&gt;
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&amp;lt;u&amp;gt;Heavy Infantry:&amp;lt;/u&amp;gt; do only recruit them when Nightmares abuse of &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt;. As soon as they appear, they will be the target of &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; to clear the way for the &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt;. As your &amp;lt;i&amp;gt;Heavy Infantry&amp;lt;/i&amp;gt;'s armor is no use against them, you should make sure they are in &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt;'s range only at the second night otherwise you will probably lose too much gold. Due to their slowness, they will only be useful in defense so the best time to get recruit them is usually at dusk or first night. On attack they should target anything but the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt; whenever possible.&lt;br /&gt;
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&amp;lt;u&amp;gt;Horseman:&amp;lt;/u&amp;gt; while the &amp;lt;i&amp;gt;Horseman&amp;lt;/i&amp;gt; powerful charge let's you hope of huge damage, its cost is a deterrent to having one in the early game. Money is better spend on another mage if you plan an attack. If the game gets longer and you succeed in cashing enough gold, you can then get one as he will do well at &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt; assassination with his impact resistance cutting down the retaliation.&lt;br /&gt;
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&amp;lt;u&amp;gt;Mage:&amp;lt;/u&amp;gt; the &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt; will be your best weapon against the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;. However, his low hitpoints require you to protect them at any time of the day. Hit the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; you have the best chance to kill, as even wounded his charge attack is danger for your &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt;'s life. As he is so weak against the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;, don't feed him with kills as he will probably never live long enough to level.&lt;br /&gt;
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&amp;lt;u&amp;gt;Merman Fighter:&amp;lt;/u&amp;gt; when water is present in the map, getting a &amp;lt;i&amp;gt;Merman Fighter&amp;lt;/i&amp;gt; or two is a good idea. As Nightmares don't have good movement on water, they can force the &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; to move to water to control them or they will be able to reach the &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt;. When facing a whirlpool form of the &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; do not fear to engage in combat as they have worst resistance than your &amp;lt;i&amp;gt;Merman Fighters&amp;lt;/i&amp;gt;.&lt;br /&gt;
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&amp;lt;u&amp;gt;Spearman:&amp;lt;/u&amp;gt; as always, the &amp;lt;i&amp;gt;Spearman&amp;lt;/i&amp;gt; will be the first recruit to turn to. He can both retaliate hard on the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s charges and do severe damage to the &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt;. His low price allows you to get enough to protect efficiently your &amp;lt;i&amp;gt;Mages&amp;lt;/i&amp;gt; from the threat of &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt;. Combining with &amp;lt;i&amp;gt;Cavalryman&amp;lt;/i&amp;gt; is a must though, as you want to diversify your damage type to leverage on the resistance bonus of the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s trait and get more speed to chase Nightmares down when the day comes.&lt;br /&gt;
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== Undead ==&lt;br /&gt;
Having to fight Nightmares is one to the toughest experience for Undead. Unlike what they are used to, Undead in this matchup will play by counter-attack as the ability of make most damage is not on their side. While you will be relatively safe on the ranged front, the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s impact will break his &amp;lt;i&amp;gt;Skeletons&amp;lt;/i&amp;gt; in piece, the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;'s arcane will tear them apart while the cheap &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt;' banding is an additional threat to your &amp;lt;i&amp;gt;Dark Adepts&amp;lt;/i&amp;gt;. So you will have to turn on the survival mode as soon as possible, recruiting &amp;lt;i&amp;gt;Ghoul&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Ghost&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Walking Corpse&amp;lt;/i&amp;gt;, still some &amp;lt;i&amp;gt;Skeletons&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Dark Adept&amp;lt;/i&amp;gt; for the counter.&lt;br /&gt;
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Always keep a decent amount of &amp;lt;i&amp;gt;Dark Adepts&amp;lt;/i&amp;gt; on the board in order to keep Nightmares under pressure. This way you will be ruling on the ranged as they will rule on the melee part. As you will unlikely face the threat of &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; in the beginning, you will have to deal with &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; first by recruiting &amp;lt;i&amp;gt;Walking Corpses&amp;lt;/i&amp;gt; to contain them. While your &amp;lt;i&amp;gt;Walking Corpses&amp;lt;/i&amp;gt; begin taming the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;, Nightmares will send more &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt;. Try to make them attack your &amp;lt;i&amp;gt;Skeletons&amp;lt;/i&amp;gt; as if they get wounded, they will become an easy job for your &amp;lt;i&amp;gt;Dark Adepts&amp;lt;/i&amp;gt;. &lt;br /&gt;
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It is quite sure that at a certain moment, as your &amp;lt;i&amp;gt;Walking Corpses&amp;lt;/i&amp;gt; starts getting annoying, Nightmares will recruit &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt;. As level 0 units, they are quite a natural opposition for the &amp;lt;i&amp;gt;Walking Corpses&amp;lt;/i&amp;gt;, however they require some special techniques to deal with them. &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt; have a neutral alignment so you better fight them at night as two hits will be enough to kill them (they won't get plagued). As the band to inflict maximum damage you should always try to attack the most isolated ones, if you really need to kill one in the pack, better use the &amp;lt;i&amp;gt;Skeleton&amp;lt;/i&amp;gt; as he resists strongly their pierce.&lt;br /&gt;
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&amp;lt;u&amp;gt;Dark Adept:&amp;lt;/u&amp;gt; again, the &amp;lt;i&amp;gt;Dark Adept&amp;lt;/i&amp;gt; will be your best unit for attacking. The threat of the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s charge will be the major challenge, as three hits are enough to kill them at night. When they are in position to attack they should hit the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; first as they will do maximum damage against them. The second best choice being the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;. Try to pick your target so your &amp;lt;i&amp;gt;Dark Adept&amp;lt;/i&amp;gt; can take the shoot from good defense or make sure you can cover him immediately.&lt;br /&gt;
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&amp;lt;u&amp;gt;Ghost:&amp;lt;/u&amp;gt; with drains on its arcane melee, the &amp;lt;i&amp;gt;Ghost&amp;lt;/i&amp;gt; can enjoy this matchup. It is efficient against the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;, the &amp;lt;i&amp;gt;Scornful watcher&amp;lt;/i&amp;gt;, the &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; at to a lesser extend the &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt;. Its only problem will be when facing full health &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt;. As the &amp;lt;i&amp;gt;Ghost&amp;lt;/i&amp;gt; has worst resistance, less hitpoints and doesn't hit as hard, it should not engage in direct fight with them. Hopefully it can rely on its better movement points to make sure to keep far enough, as long as it doesn't get slowed by the bramble form of the &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt;.&lt;br /&gt;
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&amp;lt;u&amp;gt;Ghoul:&amp;lt;/u&amp;gt; the &amp;lt;i&amp;gt;Ghoul&amp;lt;/i&amp;gt; is an important unit in this matchup. That is the best candidate for holding village against &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; with its poison and &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; with its relative resistance to arcane. He can also poison &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; to force them to heal, depriving Nightmares of support units.&lt;br /&gt;
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&amp;lt;u&amp;gt;Skeleton:&amp;lt;/u&amp;gt; its is a good support unit against Nightmares. As it certainly fears the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s impact and &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;'s arcane melee, he can cause enough damage to make its sacrifice worthwhile. While the &amp;lt;i&amp;gt;Skeleton&amp;lt;/i&amp;gt; can help clearing &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt; out of the way, it is not worth putting it on bad defense terrain for that as the Nightmares' counter will hurt him badly. It is also the best weapon against &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt; if they are present on the field but it is not worth to feed it with kills, better use a &amp;lt;i&amp;gt;Walking Corpse&amp;lt;/i&amp;gt; to plague them.&lt;br /&gt;
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&amp;lt;u&amp;gt;Skeleton Archer:&amp;lt;/u&amp;gt; do not recruit any &amp;lt;i&amp;gt;Archer&amp;lt;/i&amp;gt;, they are made of the kind of bones &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; likes to play with. At any time of the day, the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; will be attracted by them and his impact charge attack will destroy them within the second. There is no way the &amp;lt;i&amp;gt;Skeleton Archer&amp;lt;/i&amp;gt; can make enough damage before dying to repay its gold.&lt;br /&gt;
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&amp;lt;u&amp;gt;Vampire Bat:&amp;lt;/u&amp;gt; even the hax power of the &amp;lt;i&amp;gt;Bat&amp;lt;/i&amp;gt; is not enough to save them against the charge of an &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;. Any bat is killed in two hits and the intelligent ones are dead in one single hit at night. If you got one, use it to steal village or disrupt Nightmares' organization. But stay away from &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; at all time.&lt;br /&gt;
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&amp;lt;u&amp;gt;Walking Corpse:&amp;lt;/u&amp;gt; the use of &amp;lt;i&amp;gt;Walking Corpse&amp;lt;/i&amp;gt; is mainly for obstructing, screening off &amp;lt;i&amp;gt;Dark Adepts&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Skeleton&amp;lt;/i&amp;gt; from their foes. You can also place them around units that are holding a position to reduce the number of spots available for attack. On attack, they should focus on &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;.&lt;br /&gt;
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== Rebels ==&lt;br /&gt;
When Rebels realize they are playing against Nightmares, their first idea will be to get some &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt;. While this is a good idea, the best is too wait for dawn or second night to get one, so that Nightmares are at the closest to launch the counter. When you get your &amp;lt;i&amp;gt;Wose&amp;lt;/i&amp;gt;, you need to get some &amp;lt;i&amp;gt;Mages&amp;lt;/i&amp;gt; quickly. They will make &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; think twice before pushing at the end of the night when your &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt; get engaged. At other time of the day, better to keep recruiting Elves.&lt;br /&gt;
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On counter, use the &amp;lt;i&amp;gt;Wose&amp;lt;/i&amp;gt; first on &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; at dawn, backed by &amp;lt;i&amp;gt;Mages&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Elvish Shaman&amp;lt;/i&amp;gt; staying on good defense to slow any &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; or &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;, the &amp;lt;i&amp;gt;Elvish Fighters&amp;lt;/i&amp;gt; covering up while other units deploy to get ready for the push. When pushing keep the &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt; moving full speed while Elves try to slow, zoc in and trap Nightmares. When attacking, use &amp;lt;i&amp;gt;Elvish Fighters&amp;lt;/i&amp;gt; on &amp;lt;i&amp;gt;Black Cats&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Mages&amp;lt;/i&amp;gt; on &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Elvish Shamans&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt; on &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;.&lt;br /&gt;
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When retreating, let the &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt; go full speed while using &amp;lt;i&amp;gt;Elvish Fighters&amp;lt;/i&amp;gt; cover the fleeing &amp;lt;i&amp;gt;Mages&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Elvish Shamans&amp;lt;/i&amp;gt;. As they will get wounded pretty badly keep on recruiting more to be able to hold until next day. When you can't retreat anymore, use to Elves in lines, &amp;lt;i&amp;gt;Elvish Fighters&amp;lt;/i&amp;gt; on the most exposed spots and &amp;lt;i&amp;gt;Elvish Archers&amp;lt;/i&amp;gt; or &amp;lt;i&amp;gt;Elvish Scouts&amp;lt;/i&amp;gt; elsewhere. Keep slowing &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; if your healthiest &amp;lt;i&amp;gt;Elvish Shaman&amp;lt;/i&amp;gt; can stay on forest with some cover. On defense at night, do not use the &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt; to hold the line, but rather leave them behind to regenerate as it will help make the Nightmares' &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; aimless.&lt;br /&gt;
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&amp;lt;u&amp;gt;Elvish Archer:&amp;lt;/u&amp;gt; if the &amp;lt;i&amp;gt;Elvish Archer&amp;lt;/i&amp;gt; does not make as much damage as the &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt; and does not have has much hitpoints as the &amp;lt;i&amp;gt;Elvish Fighter&amp;lt;/i&amp;gt; he can still be of some use. It can increase the speed of your army while making significant damage on Nightmares' melee units for free. He can replace an &amp;lt;i&amp;gt;Elvish Scout&amp;lt;/i&amp;gt; but can't take the role of an &amp;lt;i&amp;gt;Elvish Fighter&amp;lt;/i&amp;gt;. So recruiting some is enough.&lt;br /&gt;
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&amp;lt;u&amp;gt;Elvish Fighter:&amp;lt;/u&amp;gt; there is obviously no chance for you to win in this matchup if you don't rely on &amp;lt;i&amp;gt;Elvish Fighter&amp;lt;/i&amp;gt; resilience and punch. He is the guy that will bring down any ranged units of Nightmares, and he will make maximum retaliation on &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; or &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt; before leaving. That is the best hitpoints that money can buy and he will act trustfully as &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt;'s or &amp;lt;i&amp;gt;Elvish Shaman&amp;lt;/i&amp;gt;'s bodyguard.&lt;br /&gt;
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&amp;lt;u&amp;gt;Elvish Scout:&amp;lt;/u&amp;gt; on wide maps, it can be good to have some, but most of time, you will get one for village grabbing only. In the middle of the game, you will go for &amp;lt;i&amp;gt;Elvish Fighters&amp;lt;/i&amp;gt; and an &amp;lt;i&amp;gt;Elvish Archer&amp;lt;/i&amp;gt; once in a while. You will recruit more &amp;lt;i&amp;gt;Elvish Scouts&amp;lt;/i&amp;gt; only is you think that you have some chances to level them with the required XP being one kill lower then &amp;lt;i&amp;gt;Elvish Archers&amp;lt;/i&amp;gt;'.&lt;br /&gt;
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&amp;lt;u&amp;gt;Elvish Shaman:&amp;lt;/u&amp;gt; she is as usual the hidden treasure of the Rebels. With slow special, she is able to reduce the damage Nightmares will inflict at night and nailed down the &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; when they have to retreat. With her high defense on forest, she is quite difficult to take down for the &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; while they can't really get help from the &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt; as he would feared to get slowed in front of angry &amp;lt;i&amp;gt;Elvish Fighters&amp;lt;/i&amp;gt;.&lt;br /&gt;
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&amp;lt;u&amp;gt;Mage:&amp;lt;/u&amp;gt; the use of Rebels' &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt; will be quite different from Loyalists'. As the presence of &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt; will call for &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt;, the &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt;'s main role will be to put pressure on them and counter when the day comes. For this job, a quick mage is best as he can catch up with running &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt;. When targeting them, make sure you hit the ones with most XP as you don't want one to level. He will again be the preferred target for the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; and hence should be covered with &amp;lt;i&amp;gt;Elvish Fighters&amp;lt;/i&amp;gt; at night as the &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt; will be busy running away from &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt;.&lt;br /&gt;
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&amp;lt;u&amp;gt;Merman Hunter:&amp;lt;/u&amp;gt; less useful than the Loyalists' &amp;lt;i&amp;gt;Merman Fighter&amp;lt;/i&amp;gt;, he still can get some use if a patch of water in present in the map. Try to use them to fix an &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; in the water. Don't hesitate to attack him as your resistances are better than his.&lt;br /&gt;
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&amp;lt;u&amp;gt;Wose:&amp;lt;/u&amp;gt; you can recruit some &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt; as he is very efficient at countering the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s charges or taking them down at day time. While he is resistant to most Nightmares' attacks, he is very weak when facing the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt; who can inflict heavy damage with its arcane melee while getting healed from drains. As the &amp;lt;i&amp;gt;Wose&amp;lt;/i&amp;gt; is as expensive and slower then the &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; you can't afford to let him fight them alone and should back him with &amp;lt;i&amp;gt;Mages&amp;lt;/i&amp;gt;.&lt;br /&gt;
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== Northerners ==&lt;br /&gt;
Both factions do have tremendous melee heavy hitters: the cheap &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; and the cheaper &amp;lt;i&amp;gt;Orcish Grunt&amp;lt;/i&amp;gt;. Relying on them to make a breakthrough is quite a gamble and the best way to keep in control of the game is more than often making the best use of the ranged fighters, the &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt; for one side, the &amp;lt;i&amp;gt;Orcish Archer&amp;lt;/i&amp;gt; for the other. Due to the threat they represent, they will be the focus of the melee unit tactics.&lt;br /&gt;
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Another similarity between these two factions is how the &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt; and the &amp;lt;i&amp;gt;Orcish Assassin&amp;lt;/i&amp;gt; are used. Both unit bypass the defense to hit the target and disrupt it until it has healed on a village. As both factions, don't have a healer, the villages is an important asset and should be kept at all time. Your &amp;lt;i&amp;gt;Orcish Assassin&amp;lt;/i&amp;gt; does only impact a couple of Nightmares' units so you should keep them in low number.&lt;br /&gt;
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Northerners makes better use of terrain to improve defense so you push Nightmares to fight you on patches of good terrain. Keep in mind to always put in front the units with more hitpoints so to make maximum retaliation and give you opportunity to kill on your turn. They also have more diverse damage type available and so can more easily press on &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s weak point depending on his trait.&lt;br /&gt;
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&amp;lt;u&amp;gt;Goblin Spearman:&amp;lt;/u&amp;gt; evidence that the little one from the Orcs family play an essential role has still to be found. But you can still get a couple of &amp;lt;i&amp;gt;Goblin Spearmen&amp;lt;/i&amp;gt; in some circumstances. They can be helpful at taking down the ranged oriented &amp;lt;i&amp;gt;Black Cats&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt;, can hold a village quite well when facing a single &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; and can give a hand at disinfecting an area from &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt;.&lt;br /&gt;
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&amp;lt;u&amp;gt;Naga Fighter:&amp;lt;/u&amp;gt; when a patch of water is available, recruiting a &amp;lt;i&amp;gt;Naga Fighter&amp;lt;/i&amp;gt; may be required. While his range is very similar to the &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; due to his decent movetype on land, he cannot fight as well as the &amp;lt;i&amp;gt;Merman Fighter&amp;lt;/i&amp;gt; against them. The risk is to see a &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; appear and counter with its poorly resisted cold ranged attack. So careful scouting prior to an attack is a must.&lt;br /&gt;
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&amp;lt;u&amp;gt;Orcish Archer:&amp;lt;/u&amp;gt; he is Northerners' best weapon against &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; with their low defense everywhere and, for this reason, will attract &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; as if he was a mage. The other special of the &amp;lt;i&amp;gt;Orcish Archer&amp;lt;/i&amp;gt; is that he will be the only unit to make equal damage to any &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; regardless of his trait, so you can always use him on the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; that resists best the damage type you have recruited. You have to protect him though and leveling one is a big achievement for this matchup.&lt;br /&gt;
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&amp;lt;u&amp;gt;Orcish Assassin:&amp;lt;/u&amp;gt; the &amp;lt;i&amp;gt;Orcish Assassin&amp;lt;/i&amp;gt; while not being to kill much in this matchup has a lot of use, you can have one on the board at any time. If all Nightmares' units can be poisoned, the ones that give the hardest time to Northerners can be: &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt;. Poisoning &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; is particularly efficient as they possibly get a lot of damage in retaliation if they keep attacking so Nightmares do not want them to be low on HP. When the opportunity shows, poisoning the &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; is neat too.&lt;br /&gt;
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&amp;lt;u&amp;gt;Orcish Grunt:&amp;lt;/u&amp;gt; the loyal &amp;lt;i&amp;gt;Grunt&amp;lt;/i&amp;gt; proves himself again one of the best units in this matchup. Being able to do heavy retaliation on both &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;, he is in charge of clearing &amp;lt;i&amp;gt;Black Cats&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; from the map. When all the possible targets have been decimated, you can use him the protect your &amp;lt;i&amp;gt;Orcish Archer&amp;lt;/i&amp;gt; from &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; or your &amp;lt;i&amp;gt;Troll Whelp&amp;lt;/i&amp;gt; from &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt;.&lt;br /&gt;
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&amp;lt;u&amp;gt;Troll Whelp:&amp;lt;/u&amp;gt; he is the solution when the board starts looking like an egg incubator. His impact damage and regeneration, combined with his low price makes him any &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; spam a complete failure. The &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; like to use his arcane weakness to drain him so you should only recruit &amp;lt;i&amp;gt;Troll Whelp&amp;lt;/i&amp;gt; when the number of &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; requires them. The &amp;lt;i&amp;gt;Troll Whelp&amp;lt;/i&amp;gt;'s regeneration does not cure the effect of the &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt;'s jinx, so, if cursed, his defense will drop to a critical low.&lt;br /&gt;
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&amp;lt;u&amp;gt;Wolf Rider:&amp;lt;/u&amp;gt; with his exceptional movement and his three strike attack, the &amp;lt;i&amp;gt;Wolf Rider&amp;lt;/i&amp;gt; can have an use against Nightmares depending on your play style. He can track down wounded or poisoned units when they flee, he can also keep in range to &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; for free hit. Generally speaking, his movetype allows you to dispatch him wherever you need one hit or two without using one of your heavy hitters.&lt;br /&gt;
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&amp;lt;u&amp;gt;Summary:&amp;lt;/u&amp;gt;&lt;br /&gt;
There is two strategies to fight Nightmares with Northerners.&lt;br /&gt;
The first one is to rely on &amp;lt;i&amp;gt;Troll Whelps&amp;lt;/i&amp;gt; to control the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;. As a consequence, Nightmares will recruit &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; to heal on them while inflicting enough damage with &amp;lt;i&amp;gt;Troll Whelp&amp;lt;/i&amp;gt;'s arcane weakness and his low defense. On your side, you will recruit &amp;lt;i&amp;gt;Orcish Archers&amp;lt;/i&amp;gt; to beat the &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; down. You still have to recruit some &amp;lt;i&amp;gt;Orcish Grunts&amp;lt;/i&amp;gt; as he is still the best unit to hold at strategic place against the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;.&lt;br /&gt;
The second path you can go is to go for maximum of &amp;lt;i&amp;gt;Orcish Grunts&amp;lt;/i&amp;gt;. If so, be ready to see &amp;lt;i&amp;gt;Black Cats&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; coming in to take at them. They will be covered by &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; that you will target with some &amp;lt;i&amp;gt;Orcish Assassin&amp;lt;/i&amp;gt; to disrupt his organization and still some &amp;lt;i&amp;gt;Orcish Archers&amp;lt;/i&amp;gt;. As poison will be often used and you will face ranged units, the &amp;lt;i&amp;gt;Wolf Rider&amp;lt;/i&amp;gt; can bring additional tactics that can help getting a kill or extend the effect of poison on a trapped unit.&lt;/div&gt;</summary>
		<author><name>Krotop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=How_to_play_vs_Nightmares&amp;diff=34461</id>
		<title>How to play vs Nightmares</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=How_to_play_vs_Nightmares&amp;diff=34461"/>
		<updated>2010-03-12T13:49:51Z</updated>

		<summary type="html">&lt;p&gt;Krotop: /* General strategy against Nightmares */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General strategy against Nightmares ==&lt;br /&gt;
The faction of Nightmares of Meloen is chaotic (except &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; that are neutral). It is composed of quite fast units with many specials or abilities. For this reason, if you command a lawful faction you have to follow strictly the day/night cycle. They can hit quite hard at night but on the other hand they have several units with low resistance or low defense. So according to the recruitment you did, you should be able to counter with some result at your best time of the day.&lt;br /&gt;
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The Nightmares of Meloen don't have particularly efficient units to hold on villages. Taking into account the high price of some of their units (&amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt;), you can try to win with your economy, getting their villages earlier, holding your villages longer, by preventing them to have enough gold to buy expensive units. They have some cheap units too, but depending on which faction you play, these sometimes lack of efficiency to hurt you.&lt;br /&gt;
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&amp;lt;u&amp;gt;Unhatched:&amp;lt;/u&amp;gt; as this unit will charge to inflict maximum damage, you should screen your ranged specialists so it can't reach them. To do so you might rely on different units according to its trait as each trait give it some resistance bonus for some damage type. If you succeed to have the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; able to attack only on your melee fighters, it might decide to do so, but will most likely receive retaliation. Get ready to finish them on your turn if the time is right.&lt;br /&gt;
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&amp;lt;u&amp;gt;Black Cat:&amp;lt;/u&amp;gt; with its magical attack and the jinx special, the &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt; is one of the first unit you may want to kill if you are not Undead. It benefits of high defense but her pretty bad resistances help to kill her in a minimum of strikes when your best time of the day has come. After it has hit you, &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt; or &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; will most likely follow to inflict heavy damage.&lt;br /&gt;
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&amp;lt;u&amp;gt;Life Thief:&amp;lt;/u&amp;gt; arcane melee with drains, we all know from those pesky &amp;lt;i&amp;gt;Ghosts&amp;lt;/i&amp;gt; that units of this kind are not easy to handle. &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; will be seen in any matchup but against Loyalists. Fight them with ranged fire or arcane, slow them or run away from them as they are rather slow. As their defense and their physical resistances are lower than the &amp;lt;i&amp;gt;Ghost&amp;lt;/i&amp;gt;'s, countering them with any range unit is good enough to deal with its additional hitpoints. Even the usage of blade or pierce melee can be acceptable from high defense, if you fight under an advantageous time of day.&lt;br /&gt;
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&amp;lt;u&amp;gt;Scornful Watcher:&amp;lt;/u&amp;gt; his ranged attack turns arcane resistance into weakness. For this reason, he will be Loyalists worst enemy and will be seen in numbers against Knalgans or Northerners. Slow and weak, Nightmares will have to cover him with his tanks. Your ability to win will often be measured by your ability to clean your way to hit him.&lt;br /&gt;
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&amp;lt;u&amp;gt;Howling Darkness:&amp;lt;/u&amp;gt; as an expensive unit without melee attack, the &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; is an ideal target when you are countering, but as it is fast and skirmisher, go for hitting the unit when you have a good chance to kill or it will slip through your net. It will often be use to support &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; on offense to reduce your retaliation and can be a threat itself at night especially against the cold fearing Drakes.&lt;br /&gt;
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&amp;lt;u&amp;gt;Unstable Elemental:&amp;lt;/u&amp;gt; this versatile unit can be used as a scout mostly in its tornado form that you can find in plain, road and castle. It will most likely never fight in this form and will prefer to move to hill or forest when he is ready to fight. Up to you to accept or not the challenge as it will be much slower in those forms. The &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; most disturbing use is when it moves behind your lines and take a defending form (quake, bramble or eventually whirlpool), cutting your retreat. The slow ranged attack of the bramble form, obviously combines well with &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s charge at level 1 and berserk at level 2.&lt;br /&gt;
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&amp;lt;u&amp;gt;Creepers:&amp;lt;/u&amp;gt; if you are not playing a chaotic faction, this unit should not change much in your strategy. You should keep trying to catch units with more hitpoints at your best time of the day, so that you don't waste too much fire power to kill this cheap unit. If you are chaotic though, you may have to adapt in order to cope with those pests that can hit you when you are at your weakest. When attacking &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt; on melee, target the ones with few &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt; around so that you reduce the retaliation. When they form a chain, you can consider breaking it in two to double their upkeep.&lt;br /&gt;
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== Drakes ==&lt;br /&gt;
If both teams were randomly picked, they will most probably be badly prepared for this very offensive match. The &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;, Nightmares best asset at attack, and the &amp;lt;i&amp;gt;Drake Burner&amp;lt;/i&amp;gt; are both expensive recruits for each side would wait to know their opponent before recruiting them. So if the game is starting at dawn, it is very likely that the first night will be quite peaceful and you will have plenty of time to equip yourself in &amp;lt;i&amp;gt;Burners&amp;lt;/i&amp;gt; for the next day.&lt;br /&gt;
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&amp;lt;i&amp;gt;Burners&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; are the best enemies and two of one kind can kill one of the other every turn at their best time of the day. It shows how crucial the dusk will be for your Drakes, so be ready to retreat in time. As you are at least as fast as the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;, if Nightmares has fallen back too much at day, you will have a easy retreat. If he has stayed close to you to prepare counter, retreat using &amp;lt;i&amp;gt;Drake Fighters&amp;lt;/i&amp;gt; to cover your &amp;lt;i&amp;gt;Burners&amp;lt;/i&amp;gt; from the &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt;. That strategy might fail if Nightmares succeed at trapping you with &amp;lt;i&amp;gt;Howling Darknesses&amp;lt;/i&amp;gt;. That is the reason why, using your &amp;lt;i&amp;gt;Drake Fighters&amp;lt;/i&amp;gt; on them at day is the second objective you have to meet to keep the match going.&lt;br /&gt;
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Depending on the number of &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; turning to &amp;lt;i&amp;gt;Skirmisher&amp;lt;/i&amp;gt; might be a good alternative. Beside dealing free damage to the &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; when they are the most impetuous, the &amp;lt;i&amp;gt;Skirmisher&amp;lt;/i&amp;gt; have additional benefits: dealing a lot of retaliation to not slippery &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;, getting high defense units that might requires Nightmares to get more &amp;lt;i&amp;gt;Black Cats&amp;lt;/i&amp;gt;. On top of that, as saurians resist well &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;'s arcane, they can force Nightmares to turn to &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; that are of not much use against your Drakes.&lt;br /&gt;
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&amp;lt;u&amp;gt;Drake Burner:&amp;lt;/u&amp;gt; he is &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;'s fierest enemy. As you will definively will see many of them around, getting as much &amp;lt;i&amp;gt;Burners&amp;lt;/i&amp;gt; as you can is a safe strategy. As only quick ones are faster than the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;, when they can't reach any, they can also have a shot at the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;. As both &amp;lt;i&amp;gt;Burner&amp;lt;/i&amp;gt;'s advancement are awesome against Nightmares, you should try to level one.&lt;br /&gt;
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&amp;lt;u&amp;gt;Drake Clasher:&amp;lt;/u&amp;gt; due to his slowness and his price, the &amp;lt;i&amp;gt;Clasher&amp;lt;/i&amp;gt; is not the best buy against Nightmares. You can however decide to get one if Nightmares haven't any &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; as it can retaliate the &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; charge with one of his two attacks depending on their trait. When &amp;lt;i&amp;gt;Howling Darknesses&amp;lt;/i&amp;gt; are around, their mobility and their cold attack will be devastating to the &amp;lt;i&amp;gt;Clasher&amp;lt;/i&amp;gt; with no chance of retaliation. You don't want them to have such easy kills.&lt;br /&gt;
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&amp;lt;u&amp;gt;Drake Fighter:&amp;lt;/u&amp;gt; the &amp;lt;i&amp;gt;Drake Fighter&amp;lt;/i&amp;gt; is necessary to cover &amp;lt;i&amp;gt;Burners&amp;lt;/i&amp;gt;' retreat at the end of the day as they will give maximum retaliation to &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s charge and they are relatively cheap. They should not however try to shield off the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt; as they won't be able to survive the whole night. When attacking, the &amp;lt;i&amp;gt;Drake Fighter&amp;lt;/i&amp;gt; should focus on the &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt;, the &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt; or the &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt;.&lt;br /&gt;
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&amp;lt;u&amp;gt;Drake Glider:&amp;lt;/u&amp;gt; faster than the &amp;lt;i&amp;gt;Drake Fighter&amp;lt;/i&amp;gt; with better defence and an impact damage type, the &amp;lt;i&amp;gt;Drake Glider&amp;lt;/i&amp;gt; can be used for holding off the Nightmares when &amp;lt;i&amp;gt;Burners&amp;lt;/i&amp;gt; are retreating. During attack at day time, they will be useful mostly for trapping the Nightmares at dawn and prevent them from fleeing too easily. As they are not as efficient as the &amp;lt;i&amp;gt;Drake Fighter&amp;lt;/i&amp;gt; at dealing damage to the &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; the role they can play is still secondary and you should not recruit too many of them.&lt;br /&gt;
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&amp;lt;u&amp;gt;Saurian Augur:&amp;lt;/u&amp;gt; the &amp;lt;i&amp;gt;Augur&amp;lt;/i&amp;gt; with his low hitpoints and cold damage doesn't not play a big role in this matchup. He will have trouble getting away from the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; and Drakes won't have really time to protect him. The healing he can provide might be of some use to the Drakes as they will abandon open villages at night. His cold ranged attack should than be used on &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; or anything else that he can kill. You may take your chance and feed him with kills as at level 2, the &amp;lt;i&amp;gt;Soothsayer&amp;lt;/i&amp;gt; will be able to cure &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt;'s jinx.&lt;br /&gt;
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&amp;lt;u&amp;gt;Saurian Skirmisher:&amp;lt;/u&amp;gt; Depending on the number of &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; the &amp;lt;i&amp;gt;Skirmisher&amp;lt;/i&amp;gt; might be a good choice for recruitment. Nearly as fast as them, doing free damage on melee, they beat them in price. However, due to Saurians' weakness on both cold and impact, keeping them alive might be a difficult task. Hence it is only possible if &amp;lt;i&amp;gt;Howling Darknesses&amp;lt;/i&amp;gt; are enough to guarantee a target before &amp;lt;i&amp;gt;Skirmisher&amp;lt;/i&amp;gt; dies.&lt;br /&gt;
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== Knalgan ==&lt;br /&gt;
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== Loyalists ==&lt;br /&gt;
When Loyalists realizes he faces Nightmares of Meloen, his attention should constantly be focused on the &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt;. The large range of Loyalists' melee units can be used to bring them down before night. As your opponent will try his best as zocing you out from getting at his &amp;lt;i&amp;gt;Watchers&amp;lt;/i&amp;gt;, recruiting a bit of any melee units is one important step to ruin his strategy.&lt;br /&gt;
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While the &amp;lt;i&amp;gt;Spearman&amp;lt;/i&amp;gt; gets the best damage per gold, he is quite easily controlled by the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;. Hence you should have some &amp;lt;i&amp;gt;Cavalryman&amp;lt;/i&amp;gt; to attack from the distance, moreover his good impact resistance can make him a good blocker against the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;.&lt;br /&gt;
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While when attacking &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; with &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt; you should try to finish from fear that Nightmares might sacrifice him on your &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt; hoping for a kill, for any other attack combo, the most important is to deal maximum damage. As the Nightmares don't really have an efficient village holder, they will have to give up villages reducing their ability to heal. The only exception is the &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt; as he is so deadly that you want to have him dead.&lt;br /&gt;
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&amp;lt;u&amp;gt;Bowman:&amp;lt;/u&amp;gt; the &amp;lt;i&amp;gt;Bowman&amp;lt;/i&amp;gt; is less efficient at dealing damage to Nightmares than the &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt;. For this reason you should restrain yourself from getting them. However, if you lack of gold or if you already have one, it can be quite useful against the &amp;lt;i&amp;gt;Live Thief&amp;lt;/i&amp;gt; and the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; or against the &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt; at retaliating. His additional hitpoints can be a life saver.&lt;br /&gt;
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&amp;lt;u&amp;gt;Cavalryman:&amp;lt;/u&amp;gt; this is a key unit for this matchup. His high resistance to impact damage helps containing the Nightmares push at night while his speed allows him to switch quickly to the attack mode on &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt;. The &amp;lt;i&amp;gt;Cavalryman&amp;lt;/i&amp;gt; can also successfully chase down a fleeing &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; and you can use his 4 strikes to nearly guarantee a hit on the &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt;. His blade damage is also doing well against the bramble form of the &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt;. So get some of them and try to level one.&lt;br /&gt;
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&amp;lt;u&amp;gt;Fencer:&amp;lt;/u&amp;gt; get them if wounded &amp;lt;i&amp;gt;Howling Darknesses&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; keep escaping your grip. They will only have small use in defense, as the combination of &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt;'s jinx attack and their own bad resistance are promises of short life when facing the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;. If you have no problem killing your quota of &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; you probably better keep the gold for a &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt;.&lt;br /&gt;
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&amp;lt;u&amp;gt;Heavy Infantry:&amp;lt;/u&amp;gt; do only recruit them when Nightmares abuse of &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt;. As soon as they appear, they will be the target of &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; to clear the way for the &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt;. As your &amp;lt;i&amp;gt;Heavy Infantry&amp;lt;/i&amp;gt;'s armor is no use against them, you should make sure they are in &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt;'s range only at the second night otherwise you will probably lose too much gold. Due to their slowness, they will only be useful in defense so the best time to get recruit them is usually at dusk or first night. On attack they should target anything but the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt; whenever possible.&lt;br /&gt;
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&amp;lt;u&amp;gt;Horseman:&amp;lt;/u&amp;gt; while the &amp;lt;i&amp;gt;Horseman&amp;lt;/i&amp;gt; powerful charge let's you hope of huge damage, its cost is a deterrent to having one in the early game. Money is better spend on another mage if you plan an attack. If the game gets longer and you succeed in cashing enough gold, you can then get one as he will do well at &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt; assassination with his impact resistance cutting down the retaliation.&lt;br /&gt;
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&amp;lt;u&amp;gt;Mage:&amp;lt;/u&amp;gt; the &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt; will be your best weapon against the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;. However, his low hitpoints require you to protect them at any time of the day. Hit the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; you have the best chance to kill, as even wounded his charge attack is danger for your &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt;'s life. As he is so weak against the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;, don't feed him with kills as he will probably never live long enough to level.&lt;br /&gt;
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&amp;lt;u&amp;gt;Merman Fighter:&amp;lt;/u&amp;gt; when water is present in the map, getting a &amp;lt;i&amp;gt;Merman Fighter&amp;lt;/i&amp;gt; or two is a good idea. As Nightmares don't have good movement on water, they can force the &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; to move to water to control them or they will be able to reach the &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt;. When facing a whirlpool form of the &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; do not fear to engage in combat as they have worst resistance than your &amp;lt;i&amp;gt;Merman Fighters&amp;lt;/i&amp;gt;.&lt;br /&gt;
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&amp;lt;u&amp;gt;Spearman:&amp;lt;/u&amp;gt; as always, the &amp;lt;i&amp;gt;Spearman&amp;lt;/i&amp;gt; will be the first recruit to turn to. He can both retaliate hard on the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s charges and do severe damage to the &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt;. His low price allows you to get enough to protect efficiently your &amp;lt;i&amp;gt;Mages&amp;lt;/i&amp;gt; from the threat of &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt;. Combining with &amp;lt;i&amp;gt;Cavalryman&amp;lt;/i&amp;gt; is a must though, as you want to diversify your damage type to leverage on the resistance bonus of the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s trait and get more speed to chase Nightmares down when the day comes.&lt;br /&gt;
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== Undead ==&lt;br /&gt;
Having to fight Nightmares is one to the toughest experience for Undead. Unlike what they are used to, Undead in this matchup will play by counter-attack as the ability of make most damage is not on their side. While you will be relatively safe on the ranged front, the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s impact will break his &amp;lt;i&amp;gt;Skeletons&amp;lt;/i&amp;gt; in piece, the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;'s arcane will tear them apart while the cheap &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt;' banding is an additional threat to your &amp;lt;i&amp;gt;Dark Adepts&amp;lt;/i&amp;gt;. So you will have to turn on the survival mode as soon as possible, recruiting &amp;lt;i&amp;gt;Ghoul&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Ghost&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Walking Corpse&amp;lt;/i&amp;gt;, still some &amp;lt;i&amp;gt;Skeletons&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Dark Adept&amp;lt;/i&amp;gt; for the counter.&lt;br /&gt;
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Always keep a decent amount of &amp;lt;i&amp;gt;Dark Adepts&amp;lt;/i&amp;gt; on the board in order to keep Nightmares under pressure. This way you will be ruling on the ranged as they will rule on the melee part. As you will unlikely face the threat of &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; in the beginning, you will have to deal with &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; first by recruiting &amp;lt;i&amp;gt;Walking Corpses&amp;lt;/i&amp;gt; to contain them. While your &amp;lt;i&amp;gt;Walking Corpses&amp;lt;/i&amp;gt; begin taming the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;, Nightmares will send more &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt;. Try to make them attack your &amp;lt;i&amp;gt;Skeletons&amp;lt;/i&amp;gt; as if they get wounded, they will become an easy job for your &amp;lt;i&amp;gt;Dark Adepts&amp;lt;/i&amp;gt;. &lt;br /&gt;
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It is quite sure that at a certain moment, as your &amp;lt;i&amp;gt;Walking Corpses&amp;lt;/i&amp;gt; starts getting annoying, Nightmares will recruit &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt;. As level 0 units, they are quite a natural opposition for the &amp;lt;i&amp;gt;Walking Corpses&amp;lt;/i&amp;gt;, however they require some special techniques to deal with them. &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt; have a neutral alignment so you better fight them at night as two hits will be enough to kill them (they won't get plagued). As the band to inflict maximum damage you should always try to attack the most isolated ones, if you really need to kill one in the pack, better use the &amp;lt;i&amp;gt;Skeleton&amp;lt;/i&amp;gt; as he resists strongly their pierce.&lt;br /&gt;
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&amp;lt;u&amp;gt;Dark Adept:&amp;lt;/u&amp;gt; again, the &amp;lt;i&amp;gt;Dark Adept&amp;lt;/i&amp;gt; will be your best unit for attacking. The threat of the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s charge will be the major challenge, as three hits are enough to kill them at night. When they are in position to attack they should hit the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; first as they will do maximum damage against them. The second best choice being the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;. Try to pick your target so your &amp;lt;i&amp;gt;Dark Adept&amp;lt;/i&amp;gt; can take the shoot from good defense or make sure you can cover him immediately.&lt;br /&gt;
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&amp;lt;u&amp;gt;Ghost:&amp;lt;/u&amp;gt; with drains on its arcane melee, the &amp;lt;i&amp;gt;Ghost&amp;lt;/i&amp;gt; can enjoy this matchup. It is efficient against the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;, the &amp;lt;i&amp;gt;Scornful watcher&amp;lt;/i&amp;gt;, the &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; at to a lesser extend the &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt;. Its only problem will be when facing full health &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt;. As the &amp;lt;i&amp;gt;Ghost&amp;lt;/i&amp;gt; has worst resistance, less hitpoints and doesn't hit as hard, it should not engage in direct fight with them. Hopefully it can rely on its better movement points to make sure to keep far enough, as long as it doesn't get slowed by the bramble form of the &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt;.&lt;br /&gt;
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&amp;lt;u&amp;gt;Ghoul:&amp;lt;/u&amp;gt; the &amp;lt;i&amp;gt;Ghoul&amp;lt;/i&amp;gt; is an important unit in this matchup. That is the best candidate for holding village against &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; with its poison and &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; with its relative resistance to arcane. He can also poison &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; to force them to heal, depriving Nightmares of support units.&lt;br /&gt;
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&amp;lt;u&amp;gt;Skeleton:&amp;lt;/u&amp;gt; its is a good support unit against Nightmares. As it certainly fears the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s impact and &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;'s arcane melee, he can cause enough damage to make its sacrifice worthwhile. While the &amp;lt;i&amp;gt;Skeleton&amp;lt;/i&amp;gt; can help clearing &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt; out of the way, it is not worth putting it on bad defense terrain for that as the Nightmares' counter will hurt him badly. It is also the best weapon against &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt; if they are present on the field but it is not worth to feed it with kills, better use a &amp;lt;i&amp;gt;Walking Corpse&amp;lt;/i&amp;gt; to plague them.&lt;br /&gt;
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&amp;lt;u&amp;gt;Skeleton Archer:&amp;lt;/u&amp;gt; do not recruit any &amp;lt;i&amp;gt;Archer&amp;lt;/i&amp;gt;, they are made of the kind of bones &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; likes to play with. At any time of the day, the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; will be attracted by them and his impact charge attack will destroy them within the second. There is no way the &amp;lt;i&amp;gt;Skeleton Archer&amp;lt;/i&amp;gt; can make enough damage before dying to repay its gold.&lt;br /&gt;
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&amp;lt;u&amp;gt;Vampire Bat:&amp;lt;/u&amp;gt; even the hax power of the &amp;lt;i&amp;gt;Bat&amp;lt;/i&amp;gt; is not enough to save them against the charge of an &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;. Any bat is killed in two hits and the intelligent ones are dead in one single hit at night. If you got one, use it to steal village or disrupt Nightmares' organization. But stay away from &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; at all time.&lt;br /&gt;
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&amp;lt;u&amp;gt;Walking Corpse:&amp;lt;/u&amp;gt; the use of &amp;lt;i&amp;gt;Walking Corpse&amp;lt;/i&amp;gt; is mainly for obstructing, screening off &amp;lt;i&amp;gt;Dark Adepts&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Skeleton&amp;lt;/i&amp;gt; from their foes. You can also place them around units that are holding a position to reduce the number of spots available for attack. On attack, they should focus on &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;.&lt;br /&gt;
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== Rebels ==&lt;br /&gt;
When Rebels realize they are playing against Nightmares, their first idea will be to get some &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt;. While this is a good idea, the best is too wait for dawn or second night to get one, so that Nightmares are at the closest to launch the counter. When you get your &amp;lt;i&amp;gt;Wose&amp;lt;/i&amp;gt;, you need to get some &amp;lt;i&amp;gt;Mages&amp;lt;/i&amp;gt; quickly. They will make &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; think twice before pushing at the end of the night when your &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt; get engaged. At other time of the day, better to keep recruiting Elves.&lt;br /&gt;
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On counter, use the &amp;lt;i&amp;gt;Wose&amp;lt;/i&amp;gt; first on &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; at dawn, backed by &amp;lt;i&amp;gt;Mages&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Elvish Shaman&amp;lt;/i&amp;gt; staying on good defense to slow any &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; or &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;, the &amp;lt;i&amp;gt;Elvish Fighters&amp;lt;/i&amp;gt; covering up while other units deploy to get ready for the push. When pushing keep the &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt; moving full speed while Elves try to slow, zoc in and trap Nightmares. When attacking, use &amp;lt;i&amp;gt;Elvish Fighters&amp;lt;/i&amp;gt; on &amp;lt;i&amp;gt;Black Cats&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Mages&amp;lt;/i&amp;gt; on &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Elvish Shamans&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt; on &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;.&lt;br /&gt;
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When retreating, let the &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt; go full speed while using &amp;lt;i&amp;gt;Elvish Fighters&amp;lt;/i&amp;gt; cover the fleeing &amp;lt;i&amp;gt;Mages&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Elvish Shamans&amp;lt;/i&amp;gt;. As they will get wounded pretty badly keep on recruiting more to be able to hold until next day. When you can't retreat anymore, use to Elves in lines, &amp;lt;i&amp;gt;Elvish Fighters&amp;lt;/i&amp;gt; on the most exposed spots and &amp;lt;i&amp;gt;Elvish Archers&amp;lt;/i&amp;gt; or &amp;lt;i&amp;gt;Elvish Scouts&amp;lt;/i&amp;gt; elsewhere. Keep slowing &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; if your healthiest &amp;lt;i&amp;gt;Elvish Shaman&amp;lt;/i&amp;gt; can stay on forest with some cover. On defense at night, do not use the &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt; to hold the line, but rather leave them behind to regenerate as it will help make the Nightmares' &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; aimless.&lt;br /&gt;
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&amp;lt;u&amp;gt;Elvish Archer:&amp;lt;/u&amp;gt; if the &amp;lt;i&amp;gt;Elvish Archer&amp;lt;/i&amp;gt; does not make as much damage as the &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt; and does not have has much hitpoints as the &amp;lt;i&amp;gt;Elvish Fighter&amp;lt;/i&amp;gt; he can still be of some use. It can increase the speed of your army while making significant damage on Nightmares' melee units for free. He can replace an &amp;lt;i&amp;gt;Elvish Scout&amp;lt;/i&amp;gt; but can't take the role of an &amp;lt;i&amp;gt;Elvish Fighter&amp;lt;/i&amp;gt;. So recruiting some is enough.&lt;br /&gt;
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&amp;lt;u&amp;gt;Elvish Fighter:&amp;lt;/u&amp;gt; there is obviously no chance for you to win in this matchup if you don't rely on &amp;lt;i&amp;gt;Elvish Fighter&amp;lt;/i&amp;gt; resilience and punch. He is the guy that will bring down any ranged units of Nightmares, and he will make maximum retaliation on &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; or &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt; before leaving. That is the best hitpoints that money can buy and he will act trustfully as &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt;'s or &amp;lt;i&amp;gt;Elvish Shaman&amp;lt;/i&amp;gt;'s bodyguard.&lt;br /&gt;
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&amp;lt;u&amp;gt;Elvish Scout:&amp;lt;/u&amp;gt; on wide maps, it can be good to have some, but most of time, you will get one for village grabbing only. In the middle of the game, you will go for &amp;lt;i&amp;gt;Elvish Fighters&amp;lt;/i&amp;gt; and an &amp;lt;i&amp;gt;Elvish Archer&amp;lt;/i&amp;gt; once in a while. You will recruit more &amp;lt;i&amp;gt;Elvish Scouts&amp;lt;/i&amp;gt; only is you think that you have some chances to level them with the required XP being one kill lower then &amp;lt;i&amp;gt;Elvish Archers&amp;lt;/i&amp;gt;'.&lt;br /&gt;
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&amp;lt;u&amp;gt;Elvish Shaman:&amp;lt;/u&amp;gt; she is as usual the hidden treasure of the Rebels. With slow special, she is able to reduce the damage Nightmares will inflict at night and nailed down the &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; when they have to retreat. With her high defense on forest, she is quite difficult to take down for the &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; while they can't really get help from the &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt; as he would feared to get slowed in front of angry &amp;lt;i&amp;gt;Elvish Fighters&amp;lt;/i&amp;gt;.&lt;br /&gt;
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&amp;lt;u&amp;gt;Mage:&amp;lt;/u&amp;gt; the use of Rebels' &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt; will be quite different from Loyalists'. As the presence of &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt; will call for &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt;, the &amp;lt;i&amp;gt;Mage&amp;lt;/i&amp;gt;'s main role will be to put pressure on them and counter when the day comes. For this job, a quick mage is best as he can catch up with running &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt;. When targeting them, make sure you hit the ones with most XP as you don't want one to level. He will again be the preferred target for the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; and hence should be covered with &amp;lt;i&amp;gt;Elvish Fighters&amp;lt;/i&amp;gt; at night as the &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt; will be busy running away from &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt;.&lt;br /&gt;
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&amp;lt;u&amp;gt;Merman Hunter:&amp;lt;/u&amp;gt; less useful than the Loyalists' &amp;lt;i&amp;gt;Merman Fighter&amp;lt;/i&amp;gt;, he still can get some use if a patch of water in present in the map. Try to use them to fix an &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; in the water. Don't hesitate to attack him as your resistances are better than his.&lt;br /&gt;
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&amp;lt;u&amp;gt;Wose:&amp;lt;/u&amp;gt; you can recruit some &amp;lt;i&amp;gt;Woses&amp;lt;/i&amp;gt; as he is very efficient at countering the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s charges or taking them down at day time. While he is resistant to most Nightmares' attacks, he is very weak when facing the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt; who can inflict heavy damage with its arcane melee while getting healed from drains. As the &amp;lt;i&amp;gt;Wose&amp;lt;/i&amp;gt; is as expensive and slower then the &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; you can't afford to let him fight them alone and should back him with &amp;lt;i&amp;gt;Mages&amp;lt;/i&amp;gt;.&lt;br /&gt;
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== Northerners ==&lt;br /&gt;
Both factions do have tremendous melee heavy hitters: the cheap &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; and the cheaper &amp;lt;i&amp;gt;Orcish Grunt&amp;lt;/i&amp;gt;. Relying on them to make a breakthrough is quite a gamble and the best way to keep in control of the game is more than often making the best use of the ranged fighters, the &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt; for one side, the &amp;lt;i&amp;gt;Orcish Archer&amp;lt;/i&amp;gt; for the other. Due to the threat they represent, they will be the focus of the melee unit tactics.&lt;br /&gt;
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Another similarity between these two factions is how the &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt; and the &amp;lt;i&amp;gt;Orcish Assassin&amp;lt;/i&amp;gt; are used. Both unit bypass the defense to hit the target and disrupt it until it has healed on a village. As both factions, don't have a healer, the villages is an important asset and should be kept at all time. Your &amp;lt;i&amp;gt;Orcish Assassin&amp;lt;/i&amp;gt; does only impact a couple of Nightmares' units so you should keep them in low number.&lt;br /&gt;
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Northerners makes better use of terrain to improve defense so you push Nightmares to fight you on patches of good terrain. Keep in mind to always put in front the units with more hitpoints so to make maximum retaliation and give you opportunity to kill on your turn. They also have more diverse damage type available and so can more easily press on &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;'s weak point depending on his trait.&lt;br /&gt;
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&amp;lt;u&amp;gt;Goblin Spearman:&amp;lt;/u&amp;gt; evidence that the little one from the Orcs family play an essential role has still to be found. But you can still get a couple of &amp;lt;i&amp;gt;Goblin Spearmen&amp;lt;/i&amp;gt; in some circumstances. They can be helpful at taking down the ranged oriented &amp;lt;i&amp;gt;Black Cats&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt;, can hold a village quite well when facing a single &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; and can give a hand at disinfecting an area from &amp;lt;i&amp;gt;Creepers&amp;lt;/i&amp;gt;.&lt;br /&gt;
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&amp;lt;u&amp;gt;Naga Fighter:&amp;lt;/u&amp;gt; when a patch of water is available, recruiting a &amp;lt;i&amp;gt;Naga Fighter&amp;lt;/i&amp;gt; may be required. While his range is very similar to the &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; due to his decent movetype on land, he cannot fight as well as the &amp;lt;i&amp;gt;Merman Fighter&amp;lt;/i&amp;gt; against them. The risk is to see a &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; appear and counter with its poorly resisted cold ranged attack. So careful scouting prior to an attack is a must.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Orcish Archer:&amp;lt;/u&amp;gt; he is Northerners' best weapon against &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; with their low defense everywhere and, for this reason, will attract &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; as if he was a mage. The other special of the &amp;lt;i&amp;gt;Orcish Archer&amp;lt;/i&amp;gt; is that he will be the only unit to make equal damage to any &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; regardless of his trait, so you can always use him on the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; that resists best the damage type you have recruited. You have to protect him though and leveling one is a big achievement for this matchup.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Orcish Assassin:&amp;lt;/u&amp;gt; the &amp;lt;i&amp;gt;Orcish Assassin&amp;lt;/i&amp;gt; while not being to kill much in this matchup has a lot of use, you can have one on the board at any time. If all Nightmares' units can be poisoned, the ones that give the hardest time to Northerners can be: &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Scornful Watcher&amp;lt;/i&amp;gt;. Poisoning &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; is particularly efficient as they possibly get a lot of damage in retaliation if they keep attacking so Nightmares do not want them to be low on HP. When the opportunity shows, poisoning the &amp;lt;i&amp;gt;Unstable Elemental&amp;lt;/i&amp;gt; is neat too.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Orcish Grunt:&amp;lt;/u&amp;gt; the loyal &amp;lt;i&amp;gt;Grunt&amp;lt;/i&amp;gt; proves himself again one of the best units in this matchup. Being able to do heavy retaliation on both &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;, he is in charge of clearing &amp;lt;i&amp;gt;Black Cats&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; from the map. When all the possible targets have been decimated, you can use him the protect your &amp;lt;i&amp;gt;Orcish Archer&amp;lt;/i&amp;gt; from &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; or your &amp;lt;i&amp;gt;Troll Whelp&amp;lt;/i&amp;gt; from &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Troll Whelp:&amp;lt;/u&amp;gt; he is the solution when the board starts looking like an egg incubator. His impact damage and regeneration, combined with his low price makes him any &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; spam a complete failure. The &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; like to use his arcane weakness to drain him so you should only recruit &amp;lt;i&amp;gt;Troll Whelp&amp;lt;/i&amp;gt; when the number of &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt; requires them. The &amp;lt;i&amp;gt;Troll Whelp&amp;lt;/i&amp;gt;'s regeneration does not cure the effect of the &amp;lt;i&amp;gt;Black Cat&amp;lt;/i&amp;gt;'s jinx, so, if cursed, his defense will drop to a critical low.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Wolf Rider:&amp;lt;/u&amp;gt; with his exceptional movement and his three strike attack, the &amp;lt;i&amp;gt;Wolf Rider&amp;lt;/i&amp;gt; can have an use against Nightmares depending on your play style. He can track down wounded or poisoned units when they flee, he can also keep in range to &amp;lt;i&amp;gt;Howling Darkness&amp;lt;/i&amp;gt; for free hit. Generally speaking, his movetype allows you to dispatch him wherever you need one hit or two without using one of your heavy hitters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Summary:&amp;lt;/u&amp;gt;&lt;br /&gt;
There is two strategies to fight Nightmares with Northerners.&lt;br /&gt;
The first one is to rely on &amp;lt;i&amp;gt;Troll Whelps&amp;lt;/i&amp;gt; to control the &amp;lt;i&amp;gt;Unhatched&amp;lt;/i&amp;gt;. As a consequence, Nightmares will recruit &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; to heal on them while inflicting enough damage with &amp;lt;i&amp;gt;Troll Whelp&amp;lt;/i&amp;gt;'s arcane weakness and his low defense. On your side, you will recruit &amp;lt;i&amp;gt;Orcish Archers&amp;lt;/i&amp;gt; to beat the &amp;lt;i&amp;gt;Life Thieves&amp;lt;/i&amp;gt; down. You still have to recruit some &amp;lt;i&amp;gt;Orcish Grunts&amp;lt;/i&amp;gt; as he is still the best unit to hold at strategic place against the &amp;lt;i&amp;gt;Life Thief&amp;lt;/i&amp;gt;.&lt;br /&gt;
The second path you can go is to go for maximum of &amp;lt;i&amp;gt;Orcish Grunts&amp;lt;/i&amp;gt;. If so, be ready to see &amp;lt;i&amp;gt;Black Cats&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Scornful Watchers&amp;lt;/i&amp;gt; coming in to take at them. They will be covered by &amp;lt;i&amp;gt;Unhatcheds&amp;lt;/i&amp;gt; that you will target with some &amp;lt;i&amp;gt;Orcish Assassin&amp;lt;/i&amp;gt; to disrupt his organization and still some &amp;lt;i&amp;gt;Orcish Archers&amp;lt;/i&amp;gt;. As poison will be often used and you will face ranged units, the &amp;lt;i&amp;gt;Wolf Rider&amp;lt;/i&amp;gt; can bring additional tactics that can help getting a kill or extend the effect of poison on a trapped unit.&lt;/div&gt;</summary>
		<author><name>Krotop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WML_Abilities&amp;diff=32519</id>
		<title>WML Abilities</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WML_Abilities&amp;diff=32519"/>
		<updated>2009-09-30T11:12:44Z</updated>

		<summary type="html">&lt;p&gt;Krotop: /* Charm (Type 2) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Remember that you must include the WML ability code in every scenario where you intend them to work. Or include them in the unit file inside the [unit_type] tag.&lt;br /&gt;
&lt;br /&gt;
Some abilities require macros from [[WML_Utilities|Utilities]]. &lt;br /&gt;
&lt;br /&gt;
=== Knockback  ===&lt;br /&gt;
&lt;br /&gt;
When a unit is hit with a ''knockback'' attack, it is immediately pushed one hex away from the attacker, at which point the combat ends. Exception: units in villages can't be knocked out of them.&lt;br /&gt;
&lt;br /&gt;
Examples that give ''knockback'' for every Drake Glider on their slam attack, and for the Shock Trooper named Jane:&lt;br /&gt;
 {KNOCKBACK (type=Drake Glider) slam}&lt;br /&gt;
 {KNOCKBACK description=Jane mace}&lt;br /&gt;
&lt;br /&gt;
Requires the macro ''OPPOSITE_SIDE''.&lt;br /&gt;
&lt;br /&gt;
 #define KNOCKBACK FILTER WEAPON&lt;br /&gt;
     [event]&lt;br /&gt;
         name=attacker_hits&lt;br /&gt;
         first_time_only=no&lt;br /&gt;
 &lt;br /&gt;
         [filter]&lt;br /&gt;
             {FILTER}&lt;br /&gt;
         [/filter]&lt;br /&gt;
 &lt;br /&gt;
         [special_filter]&lt;br /&gt;
             weapon={WEAPON}&lt;br /&gt;
         [/special_filter]&lt;br /&gt;
 &lt;br /&gt;
         [sound]&lt;br /&gt;
             name=ghoul-hit.wav&lt;br /&gt;
         [/sound]&lt;br /&gt;
 &lt;br /&gt;
         {OPPOSITE_SIDE $x2 $y2 $x1 $y1 target_hex}&lt;br /&gt;
 &lt;br /&gt;
         [store_locations]&lt;br /&gt;
             x,y=$x2,$y2&lt;br /&gt;
             terrain=AaBbDeLptUVvYZ&lt;br /&gt;
             variable=defender_in_village&lt;br /&gt;
         [/store_locations]&lt;br /&gt;
         [if]&lt;br /&gt;
             [have_unit]&lt;br /&gt;
                x,y=$target_hex.x,$target_hex.y&lt;br /&gt;
             [/have_unit]&lt;br /&gt;
             [else]&lt;br /&gt;
                 {IF_VAR defender_in_village.length not_equals 1 (&lt;br /&gt;
                     [then]&lt;br /&gt;
                         {STORE_UNIT_VAR x,y=$x2,$y2 side side_of_defender}&lt;br /&gt;
 &lt;br /&gt;
                         [teleport]&lt;br /&gt;
                             [filter]&lt;br /&gt;
                                 x,y=$x2,$y2&lt;br /&gt;
                             [/filter]&lt;br /&gt;
 &lt;br /&gt;
                             x,y=$target_hex.x,$target_hex.y&lt;br /&gt;
                         [/teleport]&lt;br /&gt;
 &lt;br /&gt;
                         [capture_village]&lt;br /&gt;
                             side=$side_of_defender&lt;br /&gt;
                             x,y=$target_hex.x,$target_hex.y&lt;br /&gt;
                         [/capture_village]&lt;br /&gt;
 &lt;br /&gt;
                         {CLEAR_VARIABLE side_of_defender}&lt;br /&gt;
                     [/then]&lt;br /&gt;
                 )}&lt;br /&gt;
             [/else]&lt;br /&gt;
         [/if]&lt;br /&gt;
 &lt;br /&gt;
         {CLEAR_VARIABLE target_hex}&lt;br /&gt;
         {CLEAR_VARIABLE defender_in_village}&lt;br /&gt;
     [/event]&lt;br /&gt;
 #enddef&lt;br /&gt;
&lt;br /&gt;
=== Charm ===&lt;br /&gt;
&lt;br /&gt;
When a unit is hit with a ''charm'' attack, it instantly jumps to the attacker's side, and returns to it's original side at the beginning of that side's turn. A charmed unit has 1 movement point and can attack.&lt;br /&gt;
&lt;br /&gt;
Example that makes all Troll Whelps have charm on their attack:&lt;br /&gt;
&lt;br /&gt;
 {CHARM (type=Troll Whelp) fist}&lt;br /&gt;
&lt;br /&gt;
 #define CHARM FILTER WEAPON&lt;br /&gt;
     [event]&lt;br /&gt;
         name=attacker_hits&lt;br /&gt;
         first_time_only=no&lt;br /&gt;
 &lt;br /&gt;
         [filter]&lt;br /&gt;
             {FILTER}&lt;br /&gt;
         [/filter]&lt;br /&gt;
 &lt;br /&gt;
         [special_filter]&lt;br /&gt;
             weapon={WEAPON}&lt;br /&gt;
         [/special_filter]&lt;br /&gt;
 &lt;br /&gt;
         {STORE_UNIT_VAR x,y=$x1,$y1 side charmer_side}&lt;br /&gt;
         {STORE_UNIT_VAR x,y=$x2,$y2 side charmed_side}&lt;br /&gt;
 &lt;br /&gt;
         {IF_VAR charmer_side not_equals $charmed_side (&lt;br /&gt;
             [then]&lt;br /&gt;
                 {MODIFY_UNIT x,y=$x2,$y2 variables.real_side $charmed_side}&lt;br /&gt;
                 {MODIFY_UNIT x,y=$x2,$y2 side $charmer_side}&lt;br /&gt;
                 {MODIFY_UNIT x,y=$x2,$y2 moves 1}&lt;br /&gt;
                 {MODIFY_UNIT x,y=$x2,$y2 attacks_left 1}&lt;br /&gt;
 &lt;br /&gt;
                 {VARIABLE_OP varname format &amp;quot;side_$charmed_side|_units_charmed&amp;quot;}&lt;br /&gt;
                 {VARIABLE $varname yes}&lt;br /&gt;
 &lt;br /&gt;
                 {CLEAR_VARIABLE varname}&lt;br /&gt;
             [/then]&lt;br /&gt;
         )}&lt;br /&gt;
 &lt;br /&gt;
         {CLEAR_VARIABLE charmer_side}&lt;br /&gt;
         {CLEAR_VARIABLE charmed_side}&lt;br /&gt;
     [/event]&lt;br /&gt;
 &lt;br /&gt;
     [event]&lt;br /&gt;
         name=side turn&lt;br /&gt;
         first_time_only=no&lt;br /&gt;
 &lt;br /&gt;
         {VARIABLE_OP this_side_charmed to_variable &amp;quot;side_$side_number|_units_charmed&amp;quot;}&lt;br /&gt;
 &lt;br /&gt;
         {IF_VAR this_side_charmed equals yes (&lt;br /&gt;
             [then]&lt;br /&gt;
                 [store_unit]&lt;br /&gt;
                     [filter]&lt;br /&gt;
                         [not]&lt;br /&gt;
                             side=$side_number&lt;br /&gt;
                         [/not]&lt;br /&gt;
                     [/filter]&lt;br /&gt;
 &lt;br /&gt;
                     variable=possibly_charmed&lt;br /&gt;
                     kill=no&lt;br /&gt;
                 [/store_unit]&lt;br /&gt;
 &lt;br /&gt;
                 {FOREACH possibly_charmed i}&lt;br /&gt;
                     {VARIABLE_OP real_side format &amp;quot;0$possibly_charmed[$i].variables.real_side&amp;quot;}&lt;br /&gt;
 &lt;br /&gt;
                     {IF_VAR real_side not_equals &amp;quot;0&amp;quot; (&lt;br /&gt;
                         [then]&lt;br /&gt;
                             {IF_VAR side_number equals $possibly_charmed[$i].variables.real_side (&lt;br /&gt;
                                 [then]&lt;br /&gt;
                                     {CLEAR_VARIABLE possibly_charmed[$i].variables.real_side}&lt;br /&gt;
                                     {VARIABLE possibly_charmed[$i].side $side_number}&lt;br /&gt;
 &lt;br /&gt;
                                     [unstore_unit]&lt;br /&gt;
                                         variable=possibly_charmed[$i]&lt;br /&gt;
                                         find_vacant=no&lt;br /&gt;
                                     [/unstore_unit]&lt;br /&gt;
                                 [/then]&lt;br /&gt;
                             )}&lt;br /&gt;
                         [/then]&lt;br /&gt;
                     )}&lt;br /&gt;
                 {NEXT i}&lt;br /&gt;
 &lt;br /&gt;
                 {CLEAR_VARIABLE possibly_charmed}&lt;br /&gt;
             [/then]&lt;br /&gt;
         )}&lt;br /&gt;
     [/event]&lt;br /&gt;
 #enddef&lt;br /&gt;
&lt;br /&gt;
=== Bloodlust ===&lt;br /&gt;
&lt;br /&gt;
Bloodlust is a very simple ability. If a unit that has bloodlust kills an enemy unit when attacking, it may attack again, provided that there are more enemy units adjacent to it.&lt;br /&gt;
&lt;br /&gt;
This would give the bloodlust ability to all Dwarvish Ulfserkers (making them insanely powerful):&lt;br /&gt;
&lt;br /&gt;
 {BLOODLUST (type=Dwarvish Ulfserker)}&lt;br /&gt;
&lt;br /&gt;
 #define BLOODLUST FILTER&lt;br /&gt;
     [event]&lt;br /&gt;
         name=die&lt;br /&gt;
         first_time_only=no&lt;br /&gt;
 &lt;br /&gt;
         [filter_second]&lt;br /&gt;
             {FILTER}&lt;br /&gt;
         [/filter_second]&lt;br /&gt;
 &lt;br /&gt;
         {MODIFY_UNIT x,y=$x2,$y2 moves 0}&lt;br /&gt;
         {MODIFY_UNIT x,y=$x2,$y2 attacks_left 1}&lt;br /&gt;
     [/event]&lt;br /&gt;
 #enddef&lt;br /&gt;
&lt;br /&gt;
=== Pickpocket ===&lt;br /&gt;
&lt;br /&gt;
This special could also be called loot. When a unit with this attack special sucessfully hits an enemy unit, it gains a certain amount of gold - say 10.&lt;br /&gt;
&lt;br /&gt;
To do this, use this code:&lt;br /&gt;
&lt;br /&gt;
 #define WEAPON_SPECIAL_PICKPOCKET&lt;br /&gt;
     [damage]&lt;br /&gt;
         id=pickpocket&lt;br /&gt;
         name=&amp;quot;Pickpocket&amp;quot;&lt;br /&gt;
         description=&amp;quot;When used offensively, this attack gives 10 gold to the attacker on every successful hit.&amp;quot; &lt;br /&gt;
         multiply=1&lt;br /&gt;
     [/damage]&lt;br /&gt;
 #enddef&lt;br /&gt;
&lt;br /&gt;
Then put this event in your scenario:&lt;br /&gt;
&lt;br /&gt;
 [event]&lt;br /&gt;
     name=attacker_hits&lt;br /&gt;
     first_time_only=no&lt;br /&gt;
     [filter]&lt;br /&gt;
         side=$side_number&lt;br /&gt;
 	 canrecruit=yes&lt;br /&gt;
     [/filter]&lt;br /&gt;
     [special_filter]&lt;br /&gt;
         weapon=pickpocket gloves&lt;br /&gt;
     [/special_filter]&lt;br /&gt;
     [gold]&lt;br /&gt;
         side=$side_number&lt;br /&gt;
 	 amount=10&lt;br /&gt;
     [/gold]&lt;br /&gt;
 [/event]&lt;br /&gt;
&lt;br /&gt;
Then give the unit you want to have the &amp;quot;pickpocket&amp;quot; special something like this:&lt;br /&gt;
&lt;br /&gt;
 [object]&lt;br /&gt;
     silent=yes&lt;br /&gt;
     [effect]&lt;br /&gt;
         apply_to=new_attack &lt;br /&gt;
 	 name=pickpocket gloves&lt;br /&gt;
 	 type=impact&lt;br /&gt;
 	 range=melee &lt;br /&gt;
 	 damage=3&lt;br /&gt;
 	 number=3 &lt;br /&gt;
 	 [specials]&lt;br /&gt;
 	     {WEAPON_SPECIAL_PICKPOCKET}&lt;br /&gt;
 	 [/specials]&lt;br /&gt;
     [/effect]&lt;br /&gt;
 [/object]&lt;br /&gt;
&lt;br /&gt;
===Soultaker===&lt;br /&gt;
&lt;br /&gt;
Any unit with this ability will gain an additional point of damage per strike every time it kills an enemy. Coder(s) unknown, made for Melon's Youkai faction (http://www.wesnoth.org/forum/viewtopic.php?f=19&amp;amp;t=20100).&lt;br /&gt;
&lt;br /&gt;
To give a unit the ability, place the following in any .cfg file loaded by the campaign or era:&lt;br /&gt;
&lt;br /&gt;
 #define ABILITY_SOULTAKER&lt;br /&gt;
 	[dummy]&lt;br /&gt;
 		id=soultaker&lt;br /&gt;
 		name= _ &amp;quot;soultaker&amp;quot;&lt;br /&gt;
 		description=_ &amp;quot;Soultaker:&lt;br /&gt;
 This unit gains an additional point added to its maximum damage whenever it kills a living unit.&amp;quot;&lt;br /&gt;
 	[/dummy]&lt;br /&gt;
 &lt;br /&gt;
 [/abilities]&lt;br /&gt;
 [event]&lt;br /&gt;
 	name=die&lt;br /&gt;
 	first_time_only=no&lt;br /&gt;
 	[filter]&lt;br /&gt;
 		[not]&lt;br /&gt;
 			[wml_filter]&lt;br /&gt;
 				[status]&lt;br /&gt;
 					not_living=&amp;quot;yes&amp;quot;&lt;br /&gt;
 				[/status]&lt;br /&gt;
 			[/wml_filter]&lt;br /&gt;
 		[/not]&lt;br /&gt;
 	[/filter]&lt;br /&gt;
 &lt;br /&gt;
 	[filter_second]&lt;br /&gt;
 		ability=soultaker&lt;br /&gt;
 	[/filter_second]&lt;br /&gt;
 &lt;br /&gt;
 	[unstore_unit]&lt;br /&gt;
 		variable=second_unit&lt;br /&gt;
 		{COLOR_HEAL}&lt;br /&gt;
 		text= _ &amp;quot;+1 damage&amp;quot;&lt;br /&gt;
 		find_vacant=no&lt;br /&gt;
 	[/unstore_unit]&lt;br /&gt;
 &lt;br /&gt;
 	[object]&lt;br /&gt;
 		silent=yes&lt;br /&gt;
 		duration=forever&lt;br /&gt;
 		[filter]&lt;br /&gt;
 			x,y=$x2,$y2&lt;br /&gt;
 		[/filter]&lt;br /&gt;
 &lt;br /&gt;
 		[effect]&lt;br /&gt;
 			apply_to=attack&lt;br /&gt;
 			range=melee&lt;br /&gt;
 			increase_damage=1&lt;br /&gt;
 			increase=1&lt;br /&gt;
 		[/effect]&lt;br /&gt;
 	[/object]&lt;br /&gt;
 [/event]&lt;br /&gt;
 &lt;br /&gt;
 [+abilities]&lt;br /&gt;
 #enddef&lt;br /&gt;
&lt;br /&gt;
And the following in the unit's [abilities] tag:&lt;br /&gt;
&lt;br /&gt;
 	{ABILITY_SOULTAKER}&lt;br /&gt;
&lt;br /&gt;
===Charm (Type 2)===&lt;br /&gt;
&lt;br /&gt;
An attack special. If the attack hits, and the target is level 0 or 1, the target is converted to the attacker's side. However, if it misses, the attacker is converted to the defender's side. Maintainer is krotop, using 1.6.x syntax (and compatible with 1.7.x], made for Melon's Youkai faction (http://www.wesnoth.org/forum/viewtopic.php?f=21&amp;amp;t=22539)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 #define WEAPON_SPECIAL_CHARM&lt;br /&gt;
 # Canned definition of the Charm ability to be included in a&lt;br /&gt;
 # [specials] clause.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 # dummy weapon special used to describe the effect to the user&lt;br /&gt;
 # and filter on special's id&lt;br /&gt;
 [dummy]&lt;br /&gt;
 	id=weapon_charm&lt;br /&gt;
 	name= _ &amp;quot;charm&amp;quot;&lt;br /&gt;
 	name_inactive= _ &amp;quot;charm&amp;quot;&lt;br /&gt;
 	description= _ &amp;quot;Charm : &lt;br /&gt;
 Turns a living level 1 or level 0 unit to your side. Beware  if all of your attacks miss, the charm user turns to the defender side, even if it is your leader. You can not charm an ennemy leader or a non-living creature.&amp;quot; &lt;br /&gt;
 	description_inactive= _ &amp;quot;Charm : &lt;br /&gt;
 Turns a living level 1 or level 0 unit to your side. Beware  if all of your attacks miss, the charm user turns to the defender side, even if it is your leader. You can not charm an ennemy leader or a non-living creature.&amp;quot; &lt;br /&gt;
 	apply_to=opponent&lt;br /&gt;
 [/dummy]&lt;br /&gt;
 &lt;br /&gt;
 [/specials]&lt;br /&gt;
 [/attack]&lt;br /&gt;
 &lt;br /&gt;
 # event that creates a variable at the beginning of the fight to check if the attacker hit at least once by the end.&lt;br /&gt;
 [event]&lt;br /&gt;
 	name=attack&lt;br /&gt;
 	first_time_only=no&lt;br /&gt;
 	&lt;br /&gt;
 	[filter_attack]&lt;br /&gt;
 		special=weapon_charm&lt;br /&gt;
 	[/filter_attack]&lt;br /&gt;
 	&lt;br /&gt;
 	[store_unit]&lt;br /&gt;
 		[filter]&lt;br /&gt;
 			x,y=$x1,$y1&lt;br /&gt;
 		[/filter]&lt;br /&gt;
 		variable=unit_att_with_charm&lt;br /&gt;
 		mode=append&lt;br /&gt;
 	[/store_unit]	&lt;br /&gt;
 	[set_variable]&lt;br /&gt;
 		name=unit_att_with_charm.variables.charm_has_worked&lt;br /&gt;
 		value=no&lt;br /&gt;
 	[/set_variable]	&lt;br /&gt;
 	[unstore_unit]&lt;br /&gt;
 		variable=unit_att_with_charm&lt;br /&gt;
 	[/unstore_unit]&lt;br /&gt;
 	&lt;br /&gt;
 	{CLEAR_VARIABLE unit_att_with_charm}&lt;br /&gt;
 [/event]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 # event that creates a &amp;quot;charm has worked&amp;quot; variable&lt;br /&gt;
 # and sets it to &amp;quot;yes&amp;quot; if the attacker hits at least once.&lt;br /&gt;
 [event]&lt;br /&gt;
 	name=attacker_hits&lt;br /&gt;
 	first_time_only=no&lt;br /&gt;
 	&lt;br /&gt;
 	[filter_attack]&lt;br /&gt;
 		special=weapon_charm&lt;br /&gt;
 	[/filter_attack]&lt;br /&gt;
 	&lt;br /&gt;
 	[store_unit]&lt;br /&gt;
 		[filter]&lt;br /&gt;
 			x,y=$x1,$y1&lt;br /&gt;
 		[/filter]&lt;br /&gt;
 		variable=unit_att_with_charm&lt;br /&gt;
 		mode=append&lt;br /&gt;
 	[/store_unit]&lt;br /&gt;
 	[set_variable]&lt;br /&gt;
 		name=unit_att_with_charm.variables.charm_has_worked&lt;br /&gt;
 		value=yes&lt;br /&gt;
 	[/set_variable]&lt;br /&gt;
 	[unstore_unit]&lt;br /&gt;
 		variable=unit_att_with_charm&lt;br /&gt;
 	[/unstore_unit]&lt;br /&gt;
 	&lt;br /&gt;
 	{CLEAR_VARIABLE unit_att_with_charm}&lt;br /&gt;
 [/event]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 # event that shifts a unit to the other side&lt;br /&gt;
 # if the defending unit&lt;br /&gt;
 #       - was not lvl1 or lvl0 &lt;br /&gt;
 #       - and was not a recruiting unit &lt;br /&gt;
 #       - and was a not a &amp;quot;non-living&amp;quot; creature&lt;br /&gt;
 # then :&lt;br /&gt;
 # -&amp;gt; if the attacker missed all attacks, it goes to the defender side.&lt;br /&gt;
 # -&amp;gt; if the attacker hit once at least, the defender goes to the attacker side.&lt;br /&gt;
 [event]&lt;br /&gt;
 	name=attack_end&lt;br /&gt;
 	first_time_only=no&lt;br /&gt;
 	&lt;br /&gt;
 	[filter_attack]&lt;br /&gt;
 		special=weapon_charm&lt;br /&gt;
 	[/filter_attack]&lt;br /&gt;
 	[filter_second]&lt;br /&gt;
 		canrecruit=no&lt;br /&gt;
 		[and]&lt;br /&gt;
 			level=0&lt;br /&gt;
 			[or]&lt;br /&gt;
 			level=1&lt;br /&gt;
 			[/or]&lt;br /&gt;
 		[/and]&lt;br /&gt;
 		[and]&lt;br /&gt;
 			[not]&lt;br /&gt;
 			[filter_wml]&lt;br /&gt;
 				[status]&lt;br /&gt;
 					not_living=yes&lt;br /&gt;
 				[/status]&lt;br /&gt;
 			[/filter_wml]&lt;br /&gt;
 			[/not]&lt;br /&gt;
 		[/and]&lt;br /&gt;
 	[/filter_second]&lt;br /&gt;
 	&lt;br /&gt;
 	[store_unit]&lt;br /&gt;
 		[filter]&lt;br /&gt;
 			x,y=$x1,$y1&lt;br /&gt;
 		[/filter]&lt;br /&gt;
 		variable=charmer&lt;br /&gt;
 		mode=append&lt;br /&gt;
 	[/store_unit]&lt;br /&gt;
 	&lt;br /&gt;
 	[store_unit]&lt;br /&gt;
 		[filter]&lt;br /&gt;
 			x,y=$x2,$y2&lt;br /&gt;
 		[/filter]&lt;br /&gt;
 		variable=charmed&lt;br /&gt;
 		mode=append&lt;br /&gt;
 	[/store_unit]&lt;br /&gt;
 	&lt;br /&gt;
 	[if]&lt;br /&gt;
 		[variable]&lt;br /&gt;
 			name=charmer.variables.charm_has_worked&lt;br /&gt;
 			equals=no&lt;br /&gt;
 		[/variable]&lt;br /&gt;
 		[then]&lt;br /&gt;
 			[set_variable]&lt;br /&gt;
 				name=charmer.side&lt;br /&gt;
 				value=$charmed.side&lt;br /&gt;
 			[/set_variable]&lt;br /&gt;
 			[unstore_unit]&lt;br /&gt;
 				variable=charmer&lt;br /&gt;
 				text=&amp;quot;Charm failed!&amp;quot;&lt;br /&gt;
 				{COLOR_HARM}&lt;br /&gt;
 			[/unstore_unit]&lt;br /&gt;
 		[/then]&lt;br /&gt;
 		[else]&lt;br /&gt;
 			[set_variable]&lt;br /&gt;
 				name=charmed.side&lt;br /&gt;
 				value=$charmer.side&lt;br /&gt;
 			[/set_variable]&lt;br /&gt;
 			[unstore_unit]&lt;br /&gt;
 				variable=charmed&lt;br /&gt;
 				text=&amp;quot;Charmed!&amp;quot;&lt;br /&gt;
  				{COLOR_HEAL}&lt;br /&gt;
 			[/unstore_unit]&lt;br /&gt;
 		[/else]&lt;br /&gt;
 	[/if]&lt;br /&gt;
 &lt;br /&gt;
 	{CLEAR_VARIABLE charmer}&lt;br /&gt;
 	{CLEAR_VARIABLE charmed}&lt;br /&gt;
 [/event]&lt;br /&gt;
 &lt;br /&gt;
 [+attack]&lt;br /&gt;
 [+specials]&lt;br /&gt;
 &lt;br /&gt;
 #enddef&lt;br /&gt;
&lt;br /&gt;
== Works ==&lt;br /&gt;
&lt;br /&gt;
Unit with ability ''works'' will produce 1 gold per turn.&lt;br /&gt;
&lt;br /&gt;
Put this macro into you code before the last piece of code.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#define ABILITY_WORKS&lt;br /&gt;
     [leadership]&lt;br /&gt;
          value=0&lt;br /&gt;
          id=peasant_works&lt;br /&gt;
          cumulative=no&lt;br /&gt;
          name=&amp;quot;works&amp;quot;&lt;br /&gt;
          description= _ &amp;quot;Works:&lt;br /&gt;
This unit produces 1 gold per turn.&amp;quot;&lt;br /&gt;
    [/leadership]&lt;br /&gt;
 #enddef&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Put this event into your code.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[event]&lt;br /&gt;
	name=side turn&lt;br /&gt;
	first_time_only=no&lt;br /&gt;
	[store_unit]&lt;br /&gt;
		[filter]&lt;br /&gt;
	            #your filter here... for example type=Peasant&lt;br /&gt;
		[/filter]&lt;br /&gt;
		variable=worker&lt;br /&gt;
		kill=no&lt;br /&gt;
	[/store_unit]&lt;br /&gt;
&lt;br /&gt;
		{FOREACH worker i}&lt;br /&gt;
	&lt;br /&gt;
			 [gold]&lt;br /&gt;
                            side=$side_number &lt;br /&gt;
                            amount=1&lt;br /&gt;
                         [/gold] &lt;br /&gt;
			[unstore_unit]&lt;br /&gt;
				variable=worker[$i]&lt;br /&gt;
				text=&amp;quot;1&amp;quot;&lt;br /&gt;
			        red,green,blue=255,255,0 &lt;br /&gt;
			[/unstore_unit]&lt;br /&gt;
				&lt;br /&gt;
		{NEXT i}&lt;br /&gt;
	&lt;br /&gt;
	{CLEAR_VARIABLE worker}&lt;br /&gt;
 [/event]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And give the unit the ability like this&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 [object]&lt;br /&gt;
     silent=yes&lt;br /&gt;
     [effect]&lt;br /&gt;
	apply_to=new_ability&lt;br /&gt;
           [abilities]&lt;br /&gt;
             {ABILITY_WORKS}&lt;br /&gt;
           [/abilities]&lt;br /&gt;
     [/effect]&lt;br /&gt;
 [/object]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mind Flay  ==&lt;br /&gt;
&lt;br /&gt;
The weapon special gives an attacker 1 point of exp taken from a defender for each hit. This will violate minimum experience (i.e. defender can go below 0). &lt;br /&gt;
&lt;br /&gt;
Give this special to the attack(s) you want it to have. &lt;br /&gt;
 #define WEAPON_SPECIAL_MIND_FLAY&lt;br /&gt;
    [damage]&lt;br /&gt;
        id=mind_flay&lt;br /&gt;
        name=&amp;quot;Mind Flay&amp;quot;&lt;br /&gt;
        description=&amp;quot;When used offensively, each hit of the mind flay attack takes 1 point of experience from the defender and gives it to the attacker.&amp;quot; &lt;br /&gt;
        multiply=1&lt;br /&gt;
    [/damage]&lt;br /&gt;
 #enddef&lt;br /&gt;
&lt;br /&gt;
Include these events into your scenario.&lt;br /&gt;
 [event]&lt;br /&gt;
 	name=attack&lt;br /&gt;
 	first_time_only=no&lt;br /&gt;
 	[special_filter]&lt;br /&gt;
 		weapon=mind flay&lt;br /&gt;
 	[/special_filter]&lt;br /&gt;
 	{VARIABLE hit_number 0}&lt;br /&gt;
 [/event]&lt;br /&gt;
 [event]&lt;br /&gt;
 	name=attacker_hits&lt;br /&gt;
 	first_time_only=no&lt;br /&gt;
 	[special_filter]&lt;br /&gt;
 		weapon=mind flay&lt;br /&gt;
 	[/special_filter]&lt;br /&gt;
 	{VARIABLE_OP hit_number add 1}&lt;br /&gt;
 [/event]&lt;br /&gt;
 [event]&lt;br /&gt;
 	name=attack_end&lt;br /&gt;
 	first_time_only=no&lt;br /&gt;
 	[special_filter]&lt;br /&gt;
 		weapon=mind flay&lt;br /&gt;
 	[/special_filter]&lt;br /&gt;
 	{VARIABLE_OP second_unit.experience add -$hit_number}&lt;br /&gt;
 	{VARIABLE_OP unit.experience add $hit_number}&lt;br /&gt;
 	[unstore_unit]&lt;br /&gt;
 		variable=unit&lt;br /&gt;
 		find_vacant=no&lt;br /&gt;
 		text=$hit_number&lt;br /&gt;
 		blue=255&lt;br /&gt;
 	[/unstore_unit]&lt;br /&gt;
 	[unstore_unit]&lt;br /&gt;
 		variable=second_unit&lt;br /&gt;
 		find_vacant=no&lt;br /&gt;
 	[/unstore_unit]&lt;br /&gt;
 	{CLEAR_VARIABLE hit_number}&lt;br /&gt;
 [/event]&lt;br /&gt;
&lt;br /&gt;
Note: In dev version substitute &amp;quot;name=&amp;quot; instead of &amp;quot;weapon=&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Initiative  ==&lt;br /&gt;
&lt;br /&gt;
Initiative is an aura ability. Much like Leadership, it effects adjacent allies but not the unit itself.&lt;br /&gt;
&lt;br /&gt;
 #define AURA_INITIATIVE TYPE&lt;br /&gt;
 [dummy]&lt;br /&gt;
 	id=initiative&lt;br /&gt;
 	name= _ &amp;quot;initiative&amp;quot;&lt;br /&gt;
 	description= _ &amp;quot;Initiative:&lt;br /&gt;
 Adjacent allies are granted Firststrike with all weapons.&amp;quot;&lt;br /&gt;
 [/dummy]&lt;br /&gt;
 [/abilities]&lt;br /&gt;
 	[event]&lt;br /&gt;
 		name=attack&lt;br /&gt;
 		first_time_only=no&lt;br /&gt;
 &lt;br /&gt;
 		[filter]&lt;br /&gt;
 			[filter_adjacent]&lt;br /&gt;
 				type={TYPE}&lt;br /&gt;
 				is_enemy=no&lt;br /&gt;
 			[/filter_adjacent]&lt;br /&gt;
 		[/filter]&lt;br /&gt;
 		&lt;br /&gt;
 		{FOREACH unit.attack i}&lt;br /&gt;
 			{VARIABLE unit.attack[$i].specials.firststrike.id &amp;quot;firststrike&amp;quot;}&lt;br /&gt;
 		{NEXT i}&lt;br /&gt;
 		&lt;br /&gt;
 		[unstore_unit]&lt;br /&gt;
 			variable=unit&lt;br /&gt;
 		[/unstore_unit]&lt;br /&gt;
 	[/event]&lt;br /&gt;
 	[event]&lt;br /&gt;
 		name=attack&lt;br /&gt;
 		first_time_only=no&lt;br /&gt;
 &lt;br /&gt;
 		[filter_second]&lt;br /&gt;
 			[filter_adjacent]&lt;br /&gt;
 				type={TYPE}&lt;br /&gt;
 				is_enemy=no&lt;br /&gt;
 			[/filter_adjacent]&lt;br /&gt;
 		[/filter_second]&lt;br /&gt;
 		&lt;br /&gt;
 		{FOREACH second_unit.attack i}&lt;br /&gt;
 			{VARIABLE second_unit.attack[$i].specials.firststrike.id &amp;quot;firststrike&amp;quot;}&lt;br /&gt;
 		{NEXT i}&lt;br /&gt;
 		&lt;br /&gt;
 		[unstore_unit]&lt;br /&gt;
 			variable=second_unit&lt;br /&gt;
 		[/unstore_unit]&lt;br /&gt;
 	[/event]&lt;br /&gt;
 	[event]&lt;br /&gt;
 		name=attack_end&lt;br /&gt;
 		first_time_only=no&lt;br /&gt;
 &lt;br /&gt;
 		[filter]&lt;br /&gt;
 			[wml_filter]&lt;br /&gt;
 				[attack]&lt;br /&gt;
 					[specials]&lt;br /&gt;
 						[firststrike]&lt;br /&gt;
 							id=firststrike&lt;br /&gt;
 						[/firststrike]&lt;br /&gt;
 					[/specials]&lt;br /&gt;
 				[/attack]&lt;br /&gt;
 			[/wml_filter]&lt;br /&gt;
 		[/filter]&lt;br /&gt;
 		&lt;br /&gt;
 		{FOREACH unit.attack i}&lt;br /&gt;
 			{CLEAR_VARIABLE unit.attack[$i].specials.firststrike}&lt;br /&gt;
 		{NEXT i}&lt;br /&gt;
 		&lt;br /&gt;
 		[unstore_unit]&lt;br /&gt;
 			variable=unit&lt;br /&gt;
 		[/unstore_unit]&lt;br /&gt;
 	[/event]&lt;br /&gt;
 	[event]&lt;br /&gt;
 		name=attack_end&lt;br /&gt;
 		first_time_only=no&lt;br /&gt;
 &lt;br /&gt;
 		[filter_second]&lt;br /&gt;
 			[wml_filter]&lt;br /&gt;
 				[attack]&lt;br /&gt;
 					[specials]&lt;br /&gt;
 						[firststrike]&lt;br /&gt;
 							id=firststrike&lt;br /&gt;
 						[/firststrike]&lt;br /&gt;
 					[/specials]&lt;br /&gt;
 				[/attack]&lt;br /&gt;
 			[/wml_filter]&lt;br /&gt;
 		[/filter_second]&lt;br /&gt;
 		&lt;br /&gt;
 		{FOREACH second_unit.attack i}&lt;br /&gt;
 			{CLEAR_VARIABLE second_unit.attack[$i].specials.firststrike}&lt;br /&gt;
 		{NEXT i}&lt;br /&gt;
 		&lt;br /&gt;
 		[unstore_unit]&lt;br /&gt;
 			variable=second_unit&lt;br /&gt;
 		[/unstore_unit]&lt;br /&gt;
 	[/event]&lt;br /&gt;
 [+abilities]&lt;br /&gt;
 #enddef&lt;br /&gt;
&lt;br /&gt;
A WML filter may be added instead of the type if you want some units of that type to not have the ability.&lt;br /&gt;
&lt;br /&gt;
== Blitz ==&lt;br /&gt;
&lt;br /&gt;
Blitz is an aura ability. Much like Leadership, it effects adjacent allies but not the unit itself.&lt;br /&gt;
&lt;br /&gt;
 #define AURA_BLITZ TYPE&lt;br /&gt;
 [dummy]&lt;br /&gt;
 	id=blitz	&lt;br /&gt;
 	name= _ &amp;quot;blitz&amp;quot;&lt;br /&gt;
 	description= _ &amp;quot;Blitz:&lt;br /&gt;
 Allies that start their turn adjacent to this unit are granted Skirmisher for that turn.&amp;quot;&lt;br /&gt;
 [/dummy]&lt;br /&gt;
 [/abilities]&lt;br /&gt;
 	[event]&lt;br /&gt;
 		name=side turn&lt;br /&gt;
 		first_time_only=no&lt;br /&gt;
 		&lt;br /&gt;
 		[store_unit]&lt;br /&gt;
 			[filter]&lt;br /&gt;
 				&lt;br /&gt;
 				[wml_filter]&lt;br /&gt;
 					blitzed=1&lt;br /&gt;
 				[/wml_filter]&lt;br /&gt;
 			[/filter]&lt;br /&gt;
 			variable=blitz_refresh&lt;br /&gt;
 		[/store_unit]&lt;br /&gt;
 		&lt;br /&gt;
 		{FOREACH blitz_refresh i}&lt;br /&gt;
 			{CLEAR_VARIABLE blitz_refresh[$i].abilities.skirmisher}&lt;br /&gt;
 			{VARIABLE blitz_refresh[$i].blitzed 0}&lt;br /&gt;
 			[unstore_unit]&lt;br /&gt;
 				variable=blitz_refresh[$i]&lt;br /&gt;
 			[/unstore_unit]&lt;br /&gt;
 		{NEXT i}&lt;br /&gt;
 &lt;br /&gt;
 		[store_unit]&lt;br /&gt;
 			[filter]&lt;br /&gt;
 				side=$side_number&lt;br /&gt;
 				[filter_adjacent]&lt;br /&gt;
 					type={TYPE}&lt;br /&gt;
 					is_enemy=no&lt;br /&gt;
 				[/filter_adjacent]&lt;br /&gt;
 			[/filter]&lt;br /&gt;
 			variable=blitzed&lt;br /&gt;
 		[/store_unit]&lt;br /&gt;
 		&lt;br /&gt;
 		{FOREACH blitzed i}&lt;br /&gt;
 			[if]&lt;br /&gt;
 				[variable]&lt;br /&gt;
 					name=blitzed[$i].abilities.skirmisher.id&lt;br /&gt;
 					not_equals=&amp;quot;skirmisher&amp;quot;&lt;br /&gt;
 				[/variable]&lt;br /&gt;
 				[then]&lt;br /&gt;
 					{VARIABLE blitzed[$i].blitzed 1}&lt;br /&gt;
 					{VARIABLE blitzed[$i].abilities.skirmisher.id skirmisher}&lt;br /&gt;
 					{VARIABLE blitzed[$i].abilities.skirmisher.name &amp;quot;skirmisher&amp;quot;}&lt;br /&gt;
 					{VARIABLE blitzed[$i].abilities.skirmisher.description  &amp;quot;Skirmisher:&lt;br /&gt;
 This unit is skilled in moving past enemies quickly, and ignores all enemy Zones of Control.&amp;quot;}&lt;br /&gt;
 					[unstore_unit]&lt;br /&gt;
 						variable=blitzed[$i]&lt;br /&gt;
 					[/unstore_unit]&lt;br /&gt;
 				[/then]&lt;br /&gt;
 			[/if]&lt;br /&gt;
 		{NEXT i}&lt;br /&gt;
 	[/event]&lt;br /&gt;
 [+abilities]&lt;br /&gt;
 #enddef&lt;br /&gt;
&lt;br /&gt;
A WML filter may be added instead of the type if you want some units of that type to not have the ability.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[UsefulWMLFragments]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
[[Category: UsefulWMLFragments]]&lt;/div&gt;</summary>
		<author><name>Krotop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Talk:How_to_play_Knalgans&amp;diff=21142</id>
		<title>Talk:How to play Knalgans</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Talk:How_to_play_Knalgans&amp;diff=21142"/>
		<updated>2008-01-24T22:14:10Z</updated>

		<summary type="html">&lt;p&gt;Krotop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Knalgan strategy ==&lt;br /&gt;
&lt;br /&gt;
'''Old one : '''&lt;br /&gt;
On the first turn when you have a random opponent it is good to get a mixture of units that will be good in any situation. A Gryphon, a Dwarvish Fighter (DF), a Dwarvish Thunderer (DT), a Poacher, and a Dwarvish Ulfserker (DU) recruit would be an example of such a recruit. When you discover what faction your opponent is, go to the appropriate section below for more advice. &lt;br /&gt;
&lt;br /&gt;
Obviously, you'll want to stay in hills and mountains with Dwarves at all times, unless on village. With Outlaws, stay on non-grass terrain - mostly forests as your Dwarves will occupy the hils and mountains. Use Gryphons to plug other hexes with his 50% defense. &lt;br /&gt;
&lt;br /&gt;
Neutrality and high defense, hp and resists make your Dwarves a powerful force. There is no time they are weak if they are on the right terrain. Your units can endure more blows, and more attempted blows than most other units in the game. Use this to your advantage and finish off the weaker opposing units and then ZOC and heal if you can. Ulfs are great utility killers against any unit with weak or no melee attacks. Remember they cost 19, so use them wisely. &lt;br /&gt;
&lt;br /&gt;
With Knalgans, generally counter-attacks are the best attacks. They can sustain a lot of damage before they die, so the first wave of an opponents attack is likely not to kill any of your units. This will allow you to pick off particular units you wish to get rid of before your opponents next turn. Focus on killing their high damage units first, if possible, if not, kill and weaken as many units as possible to decrease the chances of success for your opponent on his second turn of the attack. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''New one : '''&lt;br /&gt;
The Khalgans have the greatest flexibility of any race. So, there is no single opening for the Khalgans. This can be a good thing or a bad thing, depending on your personality (creativity, etc.). You can choose Dwarves for power and defense. Choose the outlaws for movement and low prices. &lt;br /&gt;
&lt;br /&gt;
However, there is a general strategy. During the first turn, get a Gryphon Rider, Footpad, 2 Fighters, Bandit, and Thunderer. The Gryphon allows you to go very far. Furthermore, you can leave it as a lookout for enemy advances; plus, they can pick off weak or wounded units that are retreating behind enemy lines...The footpad is another useful scout and its amazing defense makes it very useful as well. &lt;br /&gt;
&lt;br /&gt;
The fighters are for the main combat lines; they can take more hits than most units, making them great defenders. &lt;br /&gt;
&lt;br /&gt;
Keep in mind that that Khalgans should stay at the mountains with the Dwarves, and at non-grassland type terrain for the Outlaws.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''More notes :'''&lt;br /&gt;
- If you really need to take a grassland hex and have no gryphon or he's busy elswhere, it is good to note that your elusive outlaws make a better use of them than your dwarves. It might even be a good strategy if it can attract units in grassland too, that you could kill easily with a good counterstrike. Your outlaws are cheap, if you trade one loss for one kill and a half damaged unit, that certainly worthes the deal.&lt;br /&gt;
&lt;br /&gt;
- Also have in mind that your poacher has a descent 50% chance to dodge in swamps. Oftenly, your opponent will leave that slot free if he has not the appropriate unit to fill it. It might be your opportunity to have 3 free slots to attack a unit instead of the usual 2.&lt;br /&gt;
&lt;br /&gt;
- If you go for a defensive strategy, dwarves will be your prefered recruit choice, as well as a few poachers who have the best durability of the faction in forests. Though, an ulfserker in backline can threat a lot your opponent and make him think twice before trying a shot with his mage or archer. An ulf can also defend against village stealing against most of the scouts, that could leave free some of your other units from that defensive job.&lt;br /&gt;
&lt;br /&gt;
- If you go for offensive strategy, you'll be more oriented toward thieves and ulfserkers whose attack are the deadliest.&lt;br /&gt;
&lt;br /&gt;
- A good way to improve your agressivity is to combine your main attack with a distraction. For that, you can use a cheap scout, such as a footpad, to threat villages far from the main battle, lure some opponent's units and open the game. That will make your opponent use several units and be outnumbered in the main battle. Also, you can think about positions that will make his units in reach of backstab if they come to attack your footpad with poor odds to kill.&lt;br /&gt;
&lt;br /&gt;
- If you use thunderers, it's often a good idea to use them 1st and have a back plan for either if he succeeds or fail, whatever the odds to hit are. The result of a thunderer shot is more important and less reliable than with any other unit, so you can't base your strategy on his success, unless you are in a really poor shape.&lt;/div&gt;</summary>
		<author><name>Krotop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Talk:How_to_play_Knalgans&amp;diff=21141</id>
		<title>Talk:How to play Knalgans</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Talk:How_to_play_Knalgans&amp;diff=21141"/>
		<updated>2008-01-24T22:13:00Z</updated>

		<summary type="html">&lt;p&gt;Krotop: /* General Knalgan strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== General Knalgan strategy ==&lt;br /&gt;
&lt;br /&gt;
'''Old one : '''&lt;br /&gt;
On the first turn when you have a random opponent it is good to get a mixture of units that will be good in any situation. A Gryphon, a Dwarvish Fighter (DF), a Dwarvish Thunderer (DT), a Poacher, and a Dwarvish Ulfserker (DU) recruit would be an example of such a recruit. When you discover what faction your opponent is, go to the appropriate section below for more advice. &lt;br /&gt;
&lt;br /&gt;
Obviously, you'll want to stay in hills and mountains with Dwarves at all times, unless on village. With Outlaws, stay on non-grass terrain - mostly forests as your Dwarves will occupy the hils and mountains. Use Gryphons to plug other hexes with his 50% defense. &lt;br /&gt;
&lt;br /&gt;
Neutrality and high defense, hp and resists make your Dwarves a powerful force. There is no time they are weak if they are on the right terrain. Your units can endure more blows, and more attempted blows than most other units in the game. Use this to your advantage and finish off the weaker opposing units and then ZOC and heal if you can. Ulfs are great utility killers against any unit with weak or no melee attacks. Remember they cost 19, so use them wisely. &lt;br /&gt;
&lt;br /&gt;
With Knalgans, generally counter-attacks are the best attacks. They can sustain a lot of damage before they die, so the first wave of an opponents attack is likely not to kill any of your units. This will allow you to pick off particular units you wish to get rid of before your opponents next turn. Focus on killing their high damage units first, if possible, if not, kill and weaken as many units as possible to decrease the chances of success for your opponent on his second turn of the attack. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''New one : '''&lt;br /&gt;
The Khalgans have the greatest flexibility of any race. So, there is no single opening for the Khalgans. This can be a good thing or a bad thing, depending on your personality (creativity, etc.). You can choose Dwarves for power and defense. Choose the outlaws for movement and low prices. &lt;br /&gt;
&lt;br /&gt;
However, there is a general strategy. During the first turn, get a Gryphon Rider, Footpad, 2 Fighters, Bandit, and Thunderer. The Gryphon allows you to go very far. Furthermore, you can leave it as a lookout for enemy advances; plus, they can pick off weak or wounded units that are retreating behind enemy lines...The footpad is another useful scout and its amazing defense makes it very useful as well. &lt;br /&gt;
&lt;br /&gt;
The fighters are for the main combat lines; they can take more hits than most units, making them great defenders. &lt;br /&gt;
&lt;br /&gt;
Keep in mind that that Khalgans should stay at the mountains with the Dwarves, and at non-grassland type terrain for the Outlaws.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''More notes :'''&lt;br /&gt;
- If you really need to take a grassland hex and have no gryphon or he's busy elswhere, it is good to note that your elusive outlaws make a better use of them than your dwarves. It might even be a good strategy if it can attract units in grassland too, that you could kill easily with a good counterstrike. Your outlaws are cheap, if you trade one loss for one kill and a half damaged unit, that certainly worthes the deal.&lt;br /&gt;
- Also have in mind that your poacher has a descent 50% chance to dodge in swamps. Oftenly, your opponent will leave that slot free if he has not the appropriate unit to fill it. It might be your opportunity to have 3 free slots to attack a unit instead of the usual 2.&lt;br /&gt;
- If you go for a defensive strategy, dwarves will be your prefered recruit choice, as well as a few poachers who have the best durability of the faction in forests. Though, an ulfserker in backline can threat a lot your opponent and make him think twice before trying a shot with his mage or archer. An ulf can also defend against village stealing against most of the scouts, that could leave &lt;br /&gt;
- If you go for offensive strategy, you'll be more oriented toward thieves and ulfserkers whose attack are the deadliest.&lt;br /&gt;
- A good way to improve your agressivity is to combine your main attack with a distraction. For that, you can use a cheap scout, such as a footpad, to threat villages far from the main battle, lure some opponent's units and open the game. That will make your opponent use several units and be outnumbered in the main battle. Also, you can think about positions that will make his units in reach of backstab if they come to attack your footpad with poor odds to kill.&lt;br /&gt;
- If you use thunderers, it's often a good idea to use them 1st and have a back plan for either if he succeeds or fail, whatever the odds to hit are. The result of a thunderer shot is more important and less reliable than with any other unit, so you can't base your strategy on his success, unless you are in a really poor shape.&lt;/div&gt;</summary>
		<author><name>Krotop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Talk:How_to_play_Knalgans&amp;diff=21139</id>
		<title>Talk:How to play Knalgans</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Talk:How_to_play_Knalgans&amp;diff=21139"/>
		<updated>2008-01-24T21:10:55Z</updated>

		<summary type="html">&lt;p&gt;Krotop: /* General Knalgan strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== General Knalgan strategy ==&lt;br /&gt;
&lt;br /&gt;
'''Old one : '''&lt;br /&gt;
On the first turn when you have a random opponent it is good to get a mixture of units that will be good in any situation. A Gryphon, a Dwarvish Fighter (DF), a Dwarvish Thunderer (DT), a Poacher, and a Dwarvish Ulfserker (DU) recruit would be an example of such a recruit. When you discover what faction your opponent is, go to the appropriate section below for more advice. &lt;br /&gt;
&lt;br /&gt;
Obviously, you'll want to stay in hills and mountains with Dwarves at all times, unless on village. With Outlaws, stay on non-grass terrain - mostly forests as your Dwarves will occupy the hils and mountains. Use Gryphons to plug other hexes with his 50% defense. &lt;br /&gt;
&lt;br /&gt;
Neutrality and high defense, hp and resists make your Dwarves a powerful force. There is no time they are weak if they are on the right terrain. Your units can endure more blows, and more attempted blows than most other units in the game. Use this to your advantage and finish off the weaker opposing units and then ZOC and heal if you can. Ulfs are great utility killers against any unit with weak or no melee attacks. Remember they cost 19, so use them wisely. &lt;br /&gt;
&lt;br /&gt;
With Knalgans, generally counter-attacks are the best attacks. They can sustain a lot of damage before they die, so the first wave of an opponents attack is likely not to kill any of your units. This will allow you to pick off particular units you wish to get rid of before your opponents next turn. Focus on killing their high damage units first, if possible, if not, kill and weaken as many units as possible to decrease the chances of success for your opponent on his second turn of the attack. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''New one : '''&lt;br /&gt;
The Khalgans have the greatest flexibility of any race. So, there is no single opening for the Khalgans. This can be a good thing or a bad thing, depending on your personality (creativity, etc.). You can choose Dwarves for power and defense. Choose the outlaws for movement and low prices. &lt;br /&gt;
&lt;br /&gt;
However, there is a general strategy. During the first turn, get a Gryphon Rider, Footpad, 2 Fighters, Bandit, and Thunderer. The Gryphon allows you to go very far. Furthermore, you can leave it as a lookout for enemy advances; plus, they can pick off weak or wounded units that are retreating behind enemy lines...The footpad is another useful scout and its amazing defense makes it very useful as well. &lt;br /&gt;
&lt;br /&gt;
The fighters are for the main combat lines; they can take more hits than most units, making them great defenders. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Keep in mind that that Khalgans should stay at the mountains with the Dwarves, and at non-grassland type terrain for the Outlaws.&lt;/div&gt;</summary>
		<author><name>Krotop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Talk:How_to_play_Knalgans&amp;diff=21138</id>
		<title>Talk:How to play Knalgans</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Talk:How_to_play_Knalgans&amp;diff=21138"/>
		<updated>2008-01-24T21:10:29Z</updated>

		<summary type="html">&lt;p&gt;Krotop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== General Knalgan strategy ==&lt;br /&gt;
&lt;br /&gt;
'''Old one'''&lt;br /&gt;
On the first turn when you have a random opponent it is good to get a mixture of units that will be good in any situation. A Gryphon, a Dwarvish Fighter (DF), a Dwarvish Thunderer (DT), a Poacher, and a Dwarvish Ulfserker (DU) recruit would be an example of such a recruit. When you discover what faction your opponent is, go to the appropriate section below for more advice. &lt;br /&gt;
&lt;br /&gt;
Obviously, you'll want to stay in hills and mountains with Dwarves at all times, unless on village. With Outlaws, stay on non-grass terrain - mostly forests as your Dwarves will occupy the hils and mountains. Use Gryphons to plug other hexes with his 50% defense. &lt;br /&gt;
&lt;br /&gt;
Neutrality and high defense, hp and resists make your Dwarves a powerful force. There is no time they are weak if they are on the right terrain. Your units can endure more blows, and more attempted blows than most other units in the game. Use this to your advantage and finish off the weaker opposing units and then ZOC and heal if you can. Ulfs are great utility killers against any unit with weak or no melee attacks. Remember they cost 19, so use them wisely. &lt;br /&gt;
&lt;br /&gt;
With Knalgans, generally counter-attacks are the best attacks. They can sustain a lot of damage before they die, so the first wave of an opponents attack is likely not to kill any of your units. This will allow you to pick off particular units you wish to get rid of before your opponents next turn. Focus on killing their high damage units first, if possible, if not, kill and weaken as many units as possible to decrease the chances of success for your opponent on his second turn of the attack. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''New one'''&lt;br /&gt;
The Khalgans have the greatest flexibility of any race. So, there is no single opening for the Khalgans. This can be a good thing or a bad thing, depending on your personality (creativity, etc.). You can choose Dwarves for power and defense. Choose the outlaws for movement and low prices. &lt;br /&gt;
&lt;br /&gt;
However, there is a general strategy. During the first turn, get a Gryphon Rider, Footpad, 2 Fighters, Bandit, and Thunderer. The Gryphon allows you to go very far. Furthermore, you can leave it as a lookout for enemy advances; plus, they can pick off weak or wounded units that are retreating behind enemy lines...The footpad is another useful scout and its amazing defense makes it very useful as well. &lt;br /&gt;
&lt;br /&gt;
The fighters are for the main combat lines; they can take more hits than most units, making them great defenders. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Keep in mind that that Khalgans should stay at the mountains with the Dwarves, and at non-grassland type terrain for the Outlaws.&lt;/div&gt;</summary>
		<author><name>Krotop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=How_to_play_Knalgans&amp;diff=21137</id>
		<title>How to play Knalgans</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=How_to_play_Knalgans&amp;diff=21137"/>
		<updated>2008-01-24T20:54:07Z</updated>

		<summary type="html">&lt;p&gt;Krotop: /* Knalgans versus Undead */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs update}}&lt;br /&gt;
==General Knalgan strategies:==&lt;br /&gt;
The Khalgans have the greatest flexibility of any race. So, there is no single opening for the Khalgans. This can be a good thing or a bad thing, depending on your personality (creativity, etc.). You can choose Dwarves for power and defense. Choose the outlaws for movement and low prices.&lt;br /&gt;
&lt;br /&gt;
However, there is a general strategy. During the first turn, get a Gryphon Rider, Footpad, 2 Fighters, Bandit, and Thunderer. The Gryphon allows you to go very far. Furthermore, you can leave it as a lookout for enemy advances; plus, they can pick off weak or wounded units that are retreating behind enemy lines...The footpad is another useful scout and its amazing defense makes it very useful as well.&lt;br /&gt;
&lt;br /&gt;
The fighters are for the main combat lines; they can take more hits than most units, making them great defenders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Keep in mind that that Khalgans should stay at the mountains with the Dwarves, and at non-grassland type  terrain for the Outlaws.&lt;br /&gt;
&lt;br /&gt;
==Knalgans versus Undead==&lt;br /&gt;
If you know you're playing against Undead, the smartest thing to do is to recruit an ulfserker.  He will automatically kill any Dark Adept (DA) that he attacks.  He is also good for taking on Ghosts during day, or even Ghouls and Skeleton Archers.  Here are units you will want to recruit to counter Undead units:&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Ulfserker:''' counters Dark Adepts, and most other UD units in daytime.  Don't recruit many unless the opponent has no Skeletons.  Skeletons can kill an ulf even in day.  Ulfs are also expensive, so you don't want to trade them 1-for-1 with Undead units, unless you get a Ghost.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Fighter:''' counters Skeletons, Skele Archers, and is just a good high hp unit that can soak up nighttime damage for your front line.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Guardsman:''' Do not recruit this unit if you are fighting Undead.  His Pierce damage is less useful than even Blade against Undead.  His low damage also makes him a bad unit to counter-attack with.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Thunderer:''' This is a good unit to have in your front line in mountains.  His 70% defense and decent resists should keep him alive from nighttime Skele attacks, and his 18-1 ranged will make Dark Adepts take a risk to come after you.  They are also good to attack Ghosts, as 2 ranged hits will kill them - which even works at night.&lt;br /&gt;
&lt;br /&gt;
'''Thief:''' Do not recruit this unit when fighting against Undead.&lt;br /&gt;
&lt;br /&gt;
'''Poacher:''' A utility unit versus Undead.  It's good for finishing Ghosts and killing Walking Corpses.  It can also be used to pick at Skeletons and Ghouls.  Money is spent better on other units, but don't forget that he may be useful.&lt;br /&gt;
&lt;br /&gt;
'''Footpad:''' This weak character is really only useful versus Undead as a cheap scout.  His Impact damage is good against Skeletons and Skele Archers, and he has the added bonuses of being Chaotic (which deals more damage when Undead try to advance at night), and being hard to hit.  His best utility is his ranged attack versus Skeletons at night, and that's only 6-2.  Recruiting 1 on your first turn to grab villages is likely the only use you'll get from this guy, unless you need a unit to occupy forest hexes (which dwarves do very poorly at 30% defense).&lt;br /&gt;
&lt;br /&gt;
'''Gryphon:''' Probably not the best expenditure of gold versus Undead, but they do serve many purposes that can justify their cost: they give extended view of battle, allowing you to know what is coming and to counter appropriately; they are good for getting behind enemy lines to finish hurt Dark adepts; They serve as good ZOC units for plains and forest hexes.  Unlike the Footpad they do not have negative resistance to Blade and Pierce - the weapons of skeletons.&lt;br /&gt;
&lt;br /&gt;
Generally you'll want a good dose of Dwarvish Fighters, a few Thunderers, throw in a Gryphon for vision/utility, an ulf or two, and maybe a Poacher or Footpad.  Dwarfs are really what you want to use mostly for their high hp and decent resists.  This helps them survive the nightttime onslaught, and their neutrality will give them good damage in defense and also to press the attack at day.  Don't be afraid to ulf a ghost in daytime - make sure to check the CTK, but it should be good if your ulf is at high hp -  and it will be nearly certain if he is Strong.&lt;br /&gt;
&lt;br /&gt;
==Knalgans versus Rebels==&lt;br /&gt;
This is one of the trickiest matchups to play.  Both factions are Neutral, so neither has an advantageous time of day to attack (with their main units).  To win this battle you will need smart recruits and good unit placement, as well as a little luck; the same goes for your opponent.  Knalgans have what I would consider a slight advantage with the &amp;quot;one unit must die&amp;quot; Ulfsersker, but Rebel defense as well as heal, slow, and magic could factor to your demise.  Look for opportunities to grab mountains and hills, especially if they have no forest next to them.  Forests are your biggest enemy, so occupy them with your Outlaw counterparts or Gryphons.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Ulfserker:''' counters Mages, Elvish Shaman, and often times Elvish Archers.  Again, don't recruit too many of these, as Elvish Fighters will easily come back to finish you up, and they are 5 gold cheaper.  If you get a chance to take out a mage, do so.  Not only will you gain 1 gold in attrition, but another unit will likely have to expose itself or get hurt to finish you off.  Elvish Archers should be #2 on the &amp;quot;to kill&amp;quot; list, and they are sometimes worth jeopardizing your ulf for if you catch one of them off of forest.  Again, the reasoning is you only lose 2 gold in the trade and the opponent must waste moves and usually hp in order to finish you.  Again, they may also expose themselves.  You might be able to get away with ulfing Woses if it's nighttime and you're in mountain.  Make sure he isn' a Quick, Intelligent Ulf, and check the CTK as always.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Fighter:''' Again, these are the meat of your forces.  Any front without one of these will succumb to Elvish Fighters.  Dwarfs beat Elves 1-on-1, but they are more expensive.  They are good damage soakers and damage dealers.  Stay on preferred terrain at all times.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Guardsman:''' Guardsmen are great for holding frontline villages and chokepoints - with backup.  A lone Guardsman can hold out for a turn, if lucky 2 or 3, while on a town, but he deals very little damage in return, especially against the ranged specialized Rebels.  Recruit 1 if necessary, and no more than 2.  They just aren't worth the lack of offensive/counter-attack units.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Thunderer:''' Another staple.  This unit is great against Rebels with luck.  Stick him on a mountain and Elves will hurt themselves trying to remove you.  They aren't so great for dependable offense, but their counter-attacks are great.&lt;br /&gt;
 &lt;br /&gt;
'''Thief:''' Unlike when fighting Undead, you'll want 1 or 2 of these guys depending on your play style.  At night, a combo of thieves can destroy Woses, Elvish Archers, Mages, and Shaman.  Keep them in the forest hexes your opponent will want, but not in daytime.&lt;br /&gt;
&lt;br /&gt;
'''Poacher:''' I like using Poachers to fill up forest hexes and to attack Elvish Fighters.  Their main usefulness is as a counter-attacking utility unit to grab forest and press at night.  They are cheap, somewhat weak, but deal more dependable offensive damage than the Thunderer.  5-4 at night is equivalent to a 17 gold Elvish Archer, and you only spend 14. &lt;br /&gt;
&lt;br /&gt;
Whichever Chaotic unit if any you use, make sure to protect them at day.&lt;br /&gt;
&lt;br /&gt;
'''Footpad:''' Don't recruit this unit when fighting Rebels.&lt;br /&gt;
&lt;br /&gt;
'''Gryphon:''' These monsters are more useful against Rebels than Undead.  Their utility lies in fighting any water battles against the weak Merman Hunters, scouting, taking opportunistic attacks agaist poorly placed Elves, and if you find a hurt Wose, you may cosider attacking one - even though Gryphons have a weakness for Impact.  At night they do essentiall equal damage to each other, and you may not be able to get the finishing blow with one of your slower units.  Do so as a calculated risk when you only need 1 hit to kill.  Otherwise it's quite a risk.&lt;br /&gt;
&lt;br /&gt;
Recruit a Gryphon (maybe 2 if there's enough water or the towns are spread out) first turn along with a mix of DFs, DTs, a DU, and perhaps a DG, or some Outlaws.  If your opponent purchases scouts, feel lucky - they are next to useless against you.  Beware of ambushes, and don't scout unsure forests with your Gryphon in daytime.  Take as much tactical forest as you can with the appropriate units, and make a stranglehold on mountains.  Ulf when you get a good chance, and be ready to counter in day as well as pressing at night.  Each battle will play out differently in this matchup according to what your opponent recruits, so see what he has early, and keep track of any Woses. Also, do not let your Ulf be slowed or he is certainly dead.&lt;br /&gt;
&lt;br /&gt;
==Knalgans versus Drakes==&lt;br /&gt;
These guys are big and nasty.  They will burn and freeze you.  Thunderers will be your main weapon, but he will require support units as well.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Ulfserker:''' Good for killing Augrs, scouts, and maybe Burners.  Not really a good choice against Drakes in general, but can serve purposes.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Fighter:''' A good unit to use against saurians, but generally the DF is not how you want to go against Drakes.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Guardsman:''' Guardsmen are worth the price against Drakes.  They're Pierce goes through their resistance, and a Strong one actually gets an additional point of damage on top of the point he gets for having the Strong trait (but not against Clashers).  A couple of these are an alright buy, especially if you plop them on villages.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Thunderer:''' This should be your unit of choice versus Drakes.  A DT does 20-1 damage to Drakes in ranged, and Burners will do (6/5/3)-4 damage in return.  DTs have much better defense than Burners, but do suffer from having 8 less hp.  DTs have the benefit of costing 4 less gold though.  You'll want to use their &amp;quot;luck&amp;quot; attack on the easily hit Drakes as much as possible.  Thunderers should be the meat of your army.&lt;br /&gt;
 &lt;br /&gt;
'''Thief:''' Not really useful against the Drakes, they are best used to counter Saurian Augrs, which are better countered by using Dwarven Fighters.  No real need to recruit any.&lt;br /&gt;
&lt;br /&gt;
'''Poacher:''' Another great unit against Drakes.  Their attack at night deals a good 5-4 against all Drakes.  Having better defense on Forest and villages, 1 or 2 of these guys aren't a bad idea.&lt;br /&gt;
&lt;br /&gt;
'''Footpad:''' Don't recruit this unit when fighting Drakes.&lt;br /&gt;
&lt;br /&gt;
'''Gryphon:''' Useful for early village grabbing, Gryphons also can be used against the weak Saurians or Drake Burners.  These flyers are probably the only way you'll hunt down retreating hurt Drakes. Don't recruit too many due to their cost and lack of a ranged defensive weapon.  Drakes can ZOC these units far better than any other faction.&lt;br /&gt;
&lt;br /&gt;
Recruit a Gryphon, and a good mix of DTs, DGs, a Poacher or 2, and maybe a DF.  Your opponent will likely get some Saurian mages to take away your high defense advantage, so having that DF around to take them out is usually quite helpful along with the Gryphon.  Basically, recruit Pierce, Pierce, and more Pierce.  Maintain your advantageoud defensive terrain as much as possible, because if you don't, and you put yourself on an even playing field in that respect, you will quickly be torn apart by the Drakes superior daytime damage and hp.  The daytime onslaught will be brutal, so prepare for a counter-attack and try to keep your Guardsmen up front to utilize their Steadfast.  It will be the difference between 7-4 and 6-4 daytime Burner damage and 6-4 to 5-4 daytime non-Strong Clasher damage.  The Guardsmen also have 8 more hp than the Thunderers.  If you can level a Guardsman (with 4 kills at 70% xp, or 3 kills and 1 battle if he's Intelligent), you will have a nearly undefeatable roadblock to use at your disposal.&lt;br /&gt;
&lt;br /&gt;
==Knalgans versus Knalgans==&lt;br /&gt;
A tough battle.  Dwarves have great defense, and no way to combat great defense.  The high hp and the resists will make this a game needing a lot of strikes to kill.  Don't think you'll be able to rush in and win - you're going to need intelligent unit placement and again, some luck.  Focus on levelling (non-Gryphon) units if possible as the added damage will be needed.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Ulfserker:''' As always, one of these utility guys isn't a bad buy.  Catch a thunderer off his perch, or a Thief or Poacher in daytime, and that's one less unit to deal with.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Fighter:''' One of these is a must.  Use it against any unit.  These guys are hard to kill.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Guardsman:''' Use these to hold villages and frustrate your opponent.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Thunderer:''' Use these to siege enemy villages or poke at DFs or Gryphons.&lt;br /&gt;
 &lt;br /&gt;
'''Thief:''' Not a good buy unless used to counter Thunderers and Poachers.  Their Blade attack does little to Dwarves unless backstabbing at night (8-3).  Better to use DFs for melee.&lt;br /&gt;
&lt;br /&gt;
'''Poacher:''' An alright cheap buy for ranged forest grabbing.&lt;br /&gt;
&lt;br /&gt;
'''Footpad:''' Don't buy this unit even if your opponent is bothering you with Gryphons.  You can get 3+ Footpads for the price of 2 Gryphons, but it's not worth it.  The weakness to Impact guarantees at least a 4-2 attack with these guys even in daytime, but unfortunately, unless you get bonus hp from traits, they will die in 2 hits from Gryphons, so it is still a risky buy - especially since they are useless against all other Knalgans.  Just say no once again.&lt;br /&gt;
&lt;br /&gt;
'''Gryphon:''' Useful as your only scout unit.  Use these to get behind enemy lines to village steal, kill the wounded, or to ZOC a Dwarf on bad terrain.  These guys are also good forest and plains holders for crucial areas that your Dwarves will fare poorly on.&lt;br /&gt;
&lt;br /&gt;
Recruit a Gryphon, a DG, a DT, a DF, probably a DU, and a mix of other useful units.  This game will be won through maintaining the hills and mountain, getting and keeping a money advantage, levelling a unit, and by waiting for your opponent to take a risk that they shouldn't.  Keep them off of your mountains at any cost.  If they get there you will spend precious moves, attacks, and hp trying to take them off.  It's usually better to ignore enemies on mountains than to fight them.&lt;br /&gt;
&lt;br /&gt;
==Knalgans versus Loyalists==&lt;br /&gt;
Defend in day, strike at night.  That's how the battle will go.  Beware the Horseman and Mage and be prepared to counter these heavy daytime hitters. Again, an Ulf can be your best friend, especially if you can catch a Horseman at night or a Mage.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Ulfserker:''' If you get one, don't get it until turn 2 or later.  Grabbing one in your initial recruit will only make him be impotent during the first few truns of daytime.  Ulfs you will use to kill Mages, grind up horse meat at night, as well as get rid of Bowmen - though they shuoldn't be recruiting many.  You shouldn't need more than 1 unless they go mad with Mages.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Fighter:''' Good to fight Spearmen, having these guys is a necessity.  These are also your best unit to defend against Heavy Infantry.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Guardsman:''' Get one of these guys.  These will make your front line immune to Horsemen.  Also useful to counter-attack Cavalry, Mages, and Bowmen.  If HI get close enough, milk xp off of them with your ranged.  The level will come faster than you expect.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Thunderer:''' Get 1 or 2.  Good against essentially all of the Loyalist units, the Pierce ranged is even better against the 2 mounted units.&lt;br /&gt;
 &lt;br /&gt;
'''Thief:''' These guys can be used against most Loyalist units at night, but avoid trying to backstab Spearmen.  Even at night their firststrike can get nasty on this low hp unit.  I recommend the Poacher instead of this guy.&lt;br /&gt;
&lt;br /&gt;
'''Poacher:''' A great unit to counter-attack Loyalists and press at night.  His multiple strikes are of better use against the high defense Fencer, though his ranged Pierce is best against the mounted units.  His attack does a modest 3-4 to HI at night (compared to a Thunderers 11-1), and this unit that you'll want to use against Spearmen outside of day as well.  Although they will be weak during day, they serve many purposes and are well worth the 14 gold.&lt;br /&gt;
&lt;br /&gt;
'''Footpad:''' Do not recruit this unit when fighting Loyalists.&lt;br /&gt;
&lt;br /&gt;
'''Gryphon:''' Useful as scouts mainly, you can use these to run down hurt horses, go for 1-attack-kills on Fencers (9% chance if they have no bonus hp), or again, to try to hold important grassland hexes.  Beware during day though, as HI, Mages, and Horsemen can all tear Gryphons apart quickly.  Recruit no more than 1.&lt;br /&gt;
&lt;br /&gt;
Recruit a DF, a DT, a DG, and a Gryphon depending on the layout of villages.  Fill out your army with what you think will serve you best for that particular battle.  Water battles will be nearly pointless.  Cheap Mermen with higher defense will easily rout your Gryphon(s).  Avoid sea battles unless you can taunt a Merman within range of a ranged unit (who can stand on decent terrain).  A Gryphon's extra sight is good for spotting long range Horsemen, so it usually is worth having one around, but recruit no more than one. They don't counter any unit very cost-efficiently, so use it primarily as a scout and utility unit.&lt;br /&gt;
&lt;br /&gt;
You'll want to press as hard as you can at night, moreso than even against Drakes.  The reason for this is that Loyalists have no level 1 Neutral or Chaotic units.  Every unit the opposing player has will suffer a penalty at night - unless he has a Lieutenant behind his front line.  Because of this possibility, don't press too close to his castle until you have maintained a monetary advantage, as you will start losing units more rapidly when he comes back at you with an additional +25%.  Put your guardsman up front - this will dissuade any Charges.  Keep a DF or DU nearby in case the player chooses to siege you with Mages.  Spearmen that attack a DG in day will deal nearly equal damage to each other, which can add up quickly.  counter any advance with Thunderers and Poachers.  Don't expose your Dwarves to poor terrain or they will die.&lt;br /&gt;
&lt;br /&gt;
You'll want to whittle away at HI with Poachers and DTs and you'll want to give the killing blow to a Fighter.  Upgrading DFs should be your #1 priority as they are your best defense and counter to the easy Spearman spam.  The massive hp on the level 2 will also give it the ability to withstand attacking HI and Mages.&lt;br /&gt;
&lt;br /&gt;
Basically, Loyalists have an incredible amount of versatility.  You'll have to play smart and counter-attack very well in order to win.  Deal free damage when you can, and limit the number of hexes you can be attacked from - especially during day.  Start commencing your attack before night actually breaks.  You'll want to maximize your advantage over those 2 turns, so make sure they don't creep away before night hits.  As always, stay on good terrain, and make sure Fencers can't skirmish around to kill any weak units you may be hiding.&lt;br /&gt;
&lt;br /&gt;
==Knalgans versus Northerners==&lt;br /&gt;
The biggest problem you will have with Northerners will be their numbers.  Northies will gladly trade units with you and gain a monetary advantage.  Make them depend on luck by staying on good terrain, and their high upkeep may start to become a factor.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Ulfserker:''' Recruit one of these guys if you're really having a problem finishing their units off, or your opponent likes to use Assassins.  He's expensive, and Northerners are melee oriented, so most of their units will be able to take a majority of this units hp away, if not kill him.  Assassins Poison will quickly deteriorate your army's hp though, so having one may prove valuable.  Since Assassins cost 17 gold you'll only lose 2 in attrition, and you'll likely take lots of hp from another unit with you.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Fighter:''' Again a necessity.  His damage dealt in defense is how you'll deal a majority of your damage.  If possible, get a rotation of these guys in the front line.  You'll deal more damage than your opponent on average, but he will come with more units - 4 Grunts cost the same as 3 DFs.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Guardsman:''' Another good guys to have 1 of if not more.  He can survive nighttime assaults better than the fighter, and will still do respectable damage back to the enemy.  Use your ranged attack on Grunts to make them turn around and heal.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Thunderer:''' Nice to have.  Their combination of good resists and ranged damage make them good counter-attackers.  For cheaper ranged counter-attackers, use Poachers as they will also be used to hold forest hexes.  Recruiting DTs may crowd your hill hexes, especially since that's what the Northies will be grabbing.&lt;br /&gt;
 &lt;br /&gt;
'''Thief:''' Not a great buy against Northies.  His melee only nature along with his Chaotic alignment make him most effective in the same way Northeners are.  Avoid the urge to recruit these guys.&lt;br /&gt;
&lt;br /&gt;
'''Poacher:''' Again, these guys you'll want to recruit a few of.  When the Northies come after you at night, you can make a strong counter-attack with their 5-4 ranged.  &lt;br /&gt;
&lt;br /&gt;
'''Footpad:''' This guy can be a utility unit against Northerners, but the money is better spent elsewhere.  Footpads can harass Grunts and Wolfs, take forest hexes, and block Assassins from poisoning your Dwarves.  Not the best buy, but you may be able to get your money's worth.&lt;br /&gt;
&lt;br /&gt;
'''Gryphon:''' Again, it's usually good to have one of these guys to scout, plug up grassland, and be a defensive damage dealer.  He's also good for trapping/killing Assassins and being a target for their poison.&lt;br /&gt;
&lt;br /&gt;
The biggest thing you need to worry about will be Poison.  If you get a good foothold on mountains and hills, Poison will be the weapon of choice to knock you off your perch.  Be ready to fill in with a replacement unit, and try to kill assassins before any other units.  Melee strikes will have to get through your resistance - poison does not.  You also don't deal any damage back when poison hits you.&lt;br /&gt;
&lt;br /&gt;
Recruit a DF and a mix of other good units.  Stay on towns or mountains for the first assault to minimize the effect any poison will have and reduce the chance of it hitting.  Let your opponent attack you, and then counter-attack with your Poachers and DTs if you have them - even DGs ranged will add up.  Ulf Assassins whenever you get a decent chance, as the Poison will hurt more than their melee attacks.&lt;br /&gt;
&lt;br /&gt;
Allow your opponent to attack you from forest hexes if they are next to mountains that you occupy.  Your 70% defense will outdo his 50% defense, and his confidence will be higher to attack since he won't be on grass.  Even if an Assassin uses that hex, if an Ulf is within reach, he should be able to take him out from on top the mountain.&lt;br /&gt;
&lt;br /&gt;
To kill Trolls, you will want to focus exclusively on them until they die.  It is best to ignore them and kill others than to only do a minimal amoun of damage to Trolls each turn.  Their regeneration will give them essentially limitless hp if you do this.  Kill his friends and then focus on him.  If there are several, take them out one at a time.  Try to avoid water battles with Nagas, unless there is only 1.  You won't want any Gryphons you get to be ZOCd, especially where you cannot help them, so be cautious with water battles.  &lt;br /&gt;
&lt;br /&gt;
To sum up, kill poisoners, get units that deal good melee damage in defense, and get good counter-attacking ranged units&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to The &amp;quot;[[How to play...]]&amp;quot; Series.&lt;/div&gt;</summary>
		<author><name>Krotop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Talk:How_to_play_Knalgans&amp;diff=21136</id>
		<title>Talk:How to play Knalgans</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Talk:How_to_play_Knalgans&amp;diff=21136"/>
		<updated>2008-01-24T20:47:28Z</updated>

		<summary type="html">&lt;p&gt;Krotop: /* Headline text */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Krotop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Talk:How_to_play_Knalgans&amp;diff=21135</id>
		<title>Talk:How to play Knalgans</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Talk:How_to_play_Knalgans&amp;diff=21135"/>
		<updated>2008-01-24T20:46:35Z</updated>

		<summary type="html">&lt;p&gt;Krotop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Headline text ==&lt;br /&gt;
Test&lt;/div&gt;</summary>
		<author><name>Krotop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=AdvancedTactics/fr&amp;diff=20998</id>
		<title>AdvancedTactics/fr</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=AdvancedTactics/fr&amp;diff=20998"/>
		<updated>2008-01-20T12:42:20Z</updated>

		<summary type="html">&lt;p&gt;Krotop: /* coup dans le dos */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cette page sous-entend que le [http://www.wesnoth.org/wiki/GettingStarted Guide de Démarrage (en)] et le [http://www.wesnoth.org/wiki/WesnothManual Manuel de Wesnoth (en)] sont connus du lecteur.&lt;br /&gt;
Cela sous-entend que vous avez fait suffisament de parties, que le système de jeu vous est familier,&lt;br /&gt;
que vous savez déplacer des unités et que vous cherchez maintenant à déjouer votre adversaire (IA ou humain).&lt;br /&gt;
Quelques tactiques sont utiles en certaines circonstances et ne le sont pas en d'autres. Choisissez celles &lt;br /&gt;
qui conviennent le mieux à votre façon de jouer. Vous accablez votre adversaire avec une armée sans fin &lt;br /&gt;
ou avec un petit groupe d'unités de haut niveau ? Préférez-vous être dans la peau d'une race ?&lt;br /&gt;
Vous voulez jouer plusieurs scénarii ou rejouer encore et encore jusqu'à réaliser la partie parfaite.&lt;br /&gt;
&lt;br /&gt;
=== Stratégie ===&lt;br /&gt;
==== Combattez à la déloyale ====&lt;br /&gt;
De Sun Tsu à &amp;quot;Shock and Awe&amp;quot;(forcer soumission et crainte en faisant montre d'une puissance démesurée), les stratèges ont toujours accentué le fait qu'on ne devait pas entrer en conflit à moins d'être considérablement supérieur à son ennemi. Dans Wesnoth, cela se traduit par:&lt;br /&gt;
* plus d'unités,&lt;br /&gt;
* de meilleures unités (plus fortes, d'un niveau supérieur), &lt;br /&gt;
* des capacités de guérison plus importantes en deuxième ligne.&lt;br /&gt;
&lt;br /&gt;
Napoléon était particulièrement doué dans la manoeuvre de ses troupes pour obtenir l'avantage même en infériorité numérique. En attaquant le centre des armées ennemies, il rompait leur ligne et divisait la force adverse en deux moitiés. Ensuite, un petit détachement renforçait sa position et tenait l'un des flancs. Le gros de l'armée napoléonienne attaquait alors l'une des moitiés, à présent en sous-nombre. Après avoir détruit la première moitié, la force principale rejoignait le flanc vulnérable et détruisait le restant des troupes ennemies (cette tactique est connue sous le nom de &amp;quot;manoeuvre sur position centrale&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Pour mettre cette stratégie en pratique dans Wesnoth, laissez quelques unités dotées d'un nombre de points de vie élevé et stationnées en terrain favorable sur un flanc, pendant que la majorité de vos forces attaque sur un autre front.&lt;br /&gt;
Par exemple, deux mages rouges et un mage blanc, ou trois paladins. En combinant des guérisseurs à la capacité de guérison d'un village, une force réduite peut tenir tête à un plus grand nombre d'unités pendant très longtemps.&lt;br /&gt;
&lt;br /&gt;
==== Feintes ====&lt;br /&gt;
Vous pouvez fourvoyer l'IA (et un nombre étonnant d'adversaires humains) en envoyant quelques unités vers un objectif stratégique (meneur ennemi, village ou pont). L'adversaire réagira excessivement et placera ses unités malhabilement en conséquence.&lt;br /&gt;
De même, vous pouvez envoyer des unités rapides derrière les lignes ennemies pour vous emparer d'un village. Ne le défendez pas; déplacez-vous plutôt sur le village suivant, distrayant ainsi les troupes de l'ennemi au front ou ses renforts. Les unités volantes sont particulièrement appropriées puisqu'elles ne subissent pas les pénalités de terrain. Il peut aussi arriver qu'une feinte se transforme en offensive majeure, si l'ennemi y voit une feinte et ignore vos fallacieuses unités .&lt;br /&gt;
&lt;br /&gt;
Rappelez-vous de vous prémunir contre ce genre de tactique face à un adversaire humain. Si votre ennemi prépare une offensive qui vous semble irréfléchie, il est probable qu'il s'agisse d'une diversion. Cependant, cela ne signifie pas que vous devez l'ignorer. Vous devriez plutôt essayer de contrer et contenir la force attaquante jusqu'à ce que la stratégie de votre ennemi devienne plus claire, mais n'utilisez pas toute votre armée - vous écraseriez peut-être plusieurs unités ennemies, mais ça ne servirait à rien si votre meneur se retrouvait seul et entouré par un autre détachement adverse.&lt;br /&gt;
&lt;br /&gt;
==== Saute-moutons ====&lt;br /&gt;
Tous les stratèges de l'histoire ont signalé la nécessité de &amp;quot;garder une réserve&amp;quot;.&lt;br /&gt;
Dans Wesnoth, cela veut dire que vous ne devez pas attaquer avec toutes vos unités.&lt;br /&gt;
Gardez plutôt des unités en retrait pour exploiter les failles causées par vos assauts initiaux. Vous pouvez aussi ramener au front une unité vigoureuse et en pleine forme, pour &amp;quot;prendre des coups&amp;quot; afin qu'elle maintienne votre défense.&lt;br /&gt;
&lt;br /&gt;
De nos jours, le concept de &amp;quot;réserve&amp;quot; a acquis un sens plus large:&lt;br /&gt;
divisez votre force principale en deux groupes, attaquez avec la première et gardez l'autre en retrait. Quand le premier groupe est bien amoché, battez en retraite à côté de guérisseurs ou dans des villages et attaquez avec l'autre groupe.&lt;br /&gt;
Cette approche vous permet de distribuer l'expérience plus équitablement entre vos unités, ce qui est particulièrement utile lors de longues campagnes.&lt;br /&gt;
Cependant, si vous avez besoin d'unités de haut niveau, choisir quelle unité assénera le coup fatal permet d'accélérer la prise de niveau.&lt;br /&gt;
Ainsi, vous aurez moins de chances de perdre des unités ayant beaucoup d'expérience, ce qui se traduira par une augmentation du nombre d'unités réussissant à prendre leur niveau.&lt;br /&gt;
&lt;br /&gt;
N'utilisez pas vos unités améliorées, et surtout pas votre meneur, pour protéger les guérisseurs et les villages, car l'ennemi pourrait alors s'en prendre à eux et attaquer les blessés en quête de soins.&lt;br /&gt;
&lt;br /&gt;
Parfois, si l'heure du jour vous est favorable, vous pouvez obtenir la victoire rapidement en opérant un assaut généralisé. Si l'ennemi vous est visiblement inférieur, ou si les conditions sont favorables, cela peut constituer une stratégie efficace. Néanmoins, la plupart du temps, il est conseillé d'utiliser d'autres stratégies, plus élégantes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Petit mais costaud ====&lt;br /&gt;
Formez un petit noyau d'unités de haut niveau. Rappelez des combattants pendant un ou deux tours, puis déplacez votre noyau d'élite en position serrée, composé pour la plupart d'unités de niveau 2 et de quelques unités de niveau 3 pour protéger les flancs ou agir pendant les 2-3 tours décisifs. Grâce à cette stratégie, vous aurez besoin de moins de villages pour gagner de l'argent, et serez donc moins occupé à vous en emparer.&lt;br /&gt;
&lt;br /&gt;
N'oubliez pas de recruter des unités de niveau 1 pour absorber les premières attaques portées par l'ennemi, ainsi que pour feinter ou garder des villages mineurs. Permettez aux survivants d'achever les unités ennemies en mauvais état au cas où il faudrait remplacer un membre de votre noyau d'élite ayant fait l'ultime sacrifice. Autrement dit, étant donné que vos unités améliorées ont des chances de mourir, vous devez améliorer d'autres unités pour prendre la relève.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Préservez vos points de vie ====&lt;br /&gt;
Les points de vie sont la seule ressource non-renouvelable de l'unité.&lt;br /&gt;
Choisissez donc l'attaque dans laquelle vous subissez le moins de dégâts, non celle qui en inflige le plus.&lt;br /&gt;
Par exemple, supposons que vous attaquiez une unité ennemie ayant 6-3 au corps-à-corps, et pas d'attaque à distance. Votre unité a 4-4 au corps-à-corps et 3-3 en attaque à distance.&lt;br /&gt;
Considérez attentivement la situation.&lt;br /&gt;
Devez-vous tuer cette unité ce tour-ci?&lt;br /&gt;
Est-elle stationnée dans un village ou à proximité d'un guérisseur?&lt;br /&gt;
N'acceptez pas automatiquement le choix de l'ordinateur (c'est tout simplement l'attaque susceptible d'infliger un maximum de dégâts, sans tenir compte de combien vous en recevez).&lt;br /&gt;
&lt;br /&gt;
Rappelez-vous qu'une unité prenant un niveau récupère tous ses points de vie.&lt;br /&gt;
&lt;br /&gt;
Enfin, l'attaque d'un héros ennemi, surtout dans un château, est une décision onéreuse, même en utilisant des attaques magiques. Attendez-vous à perdre des unités si vous voulez voir disparaître ses points de vie.&lt;br /&gt;
&lt;br /&gt;
==== Profitez du passage au niveau supérieur ====&lt;br /&gt;
Lorsque vous faites le ménage à la fin d'un scénario, essayez de répartir l'expérience de telle façon que plusieurs unités soient proches de leur niveau suivant. Il est préférable de commencer le scénario suivant en rappelant des unités de faible niveau prêtes à passer au niveau supérieur plutôt qu'en rappelant ces mêmes unités avec un niveau de plus. Ainsi, vous économisez une pièce d'or pour chaque tour entre le rappel de l'unité et son passage au niveau supérieur. Vous pouvez aussi lancer vos unités (accompagnées de chair à canon) dans le premier assaut en espérant qu'elles prendront leur niveau, récupérant ainsi leurs points de vie et devenant par là même de meilleurs combattants. En utilisant tout le potentiel du passage à niveau, vous pouvez considérablement augmenter vos chances de finir rapidement les scénarios sans perdre d'unités.&lt;br /&gt;
&lt;br /&gt;
Notez que toutes les unités ont un niveau maximum au-delà duquel elles ne se régénèrent plus en remplissant leur jauge d'expérience. Sachez quelles unités ont atteint leur niveau maximum pour ne pas en voir une mourir alors que vous pensiez la voir récupérer tous ses points de vie.&lt;br /&gt;
&lt;br /&gt;
==== Le principe de la pointe de lance - un pari risqué ====&lt;br /&gt;
Il est improbable qu'un bâton pénètre une défense quelle qu'elle soit - sa puissance est répartie sur une surface trop grande. Mais une lance pointue peut percer des défenses beaucoup plus facilement, car sa puissance est concentrée en un seul point. Cela s'applique aussi à un niveau stratégique: dans beaucoup de circonstances (pas toutes), il est plus utile d'infliger d'importants dégâts sur une petite portion de ligne ennemie plutôt que d'éparpiller vos forces pour attaquer partout en même temps.&lt;br /&gt;
&lt;br /&gt;
Cela peut supposer beaucoup plus d'anticipation qu'il n'y paraît. Etudiez bien le champ de bataille et le déploiement ennemi avant de tenter une percée. Ensuite, quand l'heure du jour vous est favorable (ou défavorable à l'ennemi, si vos unités sont neutres), attaquez rapidement, en déplaçant autant d'unités &amp;quot;lourdes&amp;quot; dans la plus petite zone possible (c'est une variante de la manoeuvre sur position centrale de Napoléon, citée plus haut). Soyez attentif au terrain pour décider où l'attaque va porter.&lt;br /&gt;
&lt;br /&gt;
Si vous avez les hommes, vous devriez essayer d'encercler toute la zone par des troupes légères, rapides et de second rôle - il n'est pas nécessaire qu'elles combattent, vous devriez juste essayer d'obtenir le contrôle de la zone périphérique autour du théâtre que vous aurez choisi. Après cela, votre objectif est simple: balayer toute les unités ennemies dans la zone avant que la phase du jour ne change. Ne laissez aucune unité s'échapper, car elle irait se soigner dans un village avant de revenir au combat. Quand la phase du jour commence à changer, ou avant si vous avez déjà détruit votre cible, déplacez toutes vos forces (hormis les éclaireurs), remontant la ligne ennemie afin d'anéantir l'un des flancs. Utilisez les éclaireurs pour harceler l'autre flanc ou bloquer le passage, en attendant que votre force principale arrive et les écrase.&lt;br /&gt;
&lt;br /&gt;
Avec une tactique solide et une chance mesurée, vous avez à présent détruit le gros de l'armée adverse et n'avez que peu de pertes de votre côté. Plusieurs unités sont susceptibles de prendre un niveau dans l'opération. Ces troupes, ainsi que les unités en passe de monter au niveau supérieur, pourraient ensuite être utilisées pour traquer et abattre le héros ennemi et les forces qu'il lui reste.&lt;br /&gt;
&lt;br /&gt;
Attention, il s'agit toutefois d'une stratégie riquée. Si vous êtes malchanceux, mal préparé, ou si votre ennemi entreprend une contre-offensive musclée, il est probable que vos unités seront paralisées et lentement balayées. Pire, ellse peuvent être encerclées par des éclaireurs pendant que la majeure partie de l'armée adverse vous contourne pour tuer votre meneur. Ce genre de tactique peut vous faire gagner la partie en quelques tours; mais vous pouvez perdre aussi faciement, si vous vous y prenez mal.&lt;br /&gt;
&lt;br /&gt;
=== Aptitude des armes ===&lt;br /&gt;
==== coup dans le dos ====&lt;br /&gt;
&lt;br /&gt;
{{Quote|&lt;br /&gt;
|quote=&amp;quot;Les voleurs sont lestes et furtifs, ce qui les rend difficiles à toucher. Capables de porter des coups dans le dos, les voleurs doublent leurs dégâts quand ils attaquent un ennemi coincé entre un allié du voleur et celui-ci. Les voleurs se battent mieux de jour que de nuit en raison de leur penchant chaotique.&amp;quot;&lt;br /&gt;
|source= description du voleur&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
Les assassins, horreurs noctures, brigands, ombres et voleurs peuvent frapper dans le dos.&lt;br /&gt;
Un voleur coûte 13 pièces d'or et son attaque de base est 4-3. Mais en frappant dans le dos, il inflige 8-3, impressionnant puisque cela équivaut à l'attaque de la plupart des unités de niveau 2.&lt;br /&gt;
Frapper dans le dos de nuit avec un voleur fort inflige 12-3.&lt;br /&gt;
Après 24 points d'expérience, il se transforme en bandit, qui inflige 6-3 de base...&lt;br /&gt;
&lt;br /&gt;
Vous n'êtes pas obligés d'attaquer avec une autre unité pour gagner le bonus &amp;quot;coup dans le dos&amp;quot; -- il suffit juste qu'il y ait une unité sur le côté opposé de l'ennemi.&lt;br /&gt;
L'allié pourra même se déplacer après ce coup, pourvu qu'il n'ait pas épuisé sa jauge de mouvement en se déplaçant dans la Zone de Contrôle ennemie ce tour.&lt;br /&gt;
Les voleurs fonctionnent bien par paires contre les unités faibles ou isolées.&lt;br /&gt;
Ils peuvent entourer une unité et l'attaquer tour après tour.&lt;br /&gt;
&lt;br /&gt;
Il est souvent efficace d'utiliser les unités ayant cette capacité par paires, car alors chacune donne son bonus à l'autre. C'est tout particulièrement puissant avec des ombres, en raison de leur mouvement considérable. Gardez une ou deux paires sur vos flancs, embusquées contre les éclaireurs isolés et les pilleurs de villages.&lt;br /&gt;
&lt;br /&gt;
==== Ralentissement ====&lt;br /&gt;
Les chamans, lents, faibles, et d'une puissance de feu limitée, doivent être utilisés avec prudence, mais il ne faut pas se passer de leur compétence offensive pour autant.&lt;br /&gt;
Beaucoup d'ennemis tels que les Trolls (sans parler des Guerriers trolls!), les grognards orcs ou les cavaliers ont deux puissantes attaques.&lt;br /&gt;
Vous pouvez les paralyser pendant un tour en les ralentissant, ce qui permet de diviser par deux leurs dégâts.&lt;br /&gt;
&lt;br /&gt;
Évidemment, cette tactique vaut encore davantage pour vos unités de haut niveau: druides, nymphes ou pillards gobelins.&lt;br /&gt;
&lt;br /&gt;
Vous pouvez également conserver une telle unité dans votre force d'attaque pour ralentir un ennemi cherchant à s'enfuir, ou entraver leurs attaques au début de votre assaut pour ensuite envoyer vos guerriers qui ne prendront que la moitié des dégâts normalement infligés.&lt;br /&gt;
&lt;br /&gt;
==== Soins et guérisons ====&lt;br /&gt;
Déplacez vos soigneurs par deux pour conserver la liberté de les utiliser en combat quand cela vous semble approprié sans devoir ensuite vous soigner dans un village. Rappelez-vous la différence entre guérir et soigner. Positionnez vos meilleurs soigneurs là où vous en avez le plus besoin.&lt;br /&gt;
&lt;br /&gt;
N'oubliez pas qu'avec une unité guérisseuse dans les parages, vous n'avez rien à craindre du poison.&lt;br /&gt;
Les fléchettes de l'assassin ne représentent une menaces sérieuse que si elles empoisonnent une unité sans soutien.&lt;br /&gt;
Votre druide ou mage blanc guériront le poison avant qu'il n'ait eu le temps d'agir (mais ils ne peuvent enlever le poison et guérir les points de vie d'une unité dans le même tour. Ils peuvent guérir le poison de chaque unité adjacente, quel que soit le nombre de blessés à soigner.&lt;br /&gt;
&lt;br /&gt;
==== Poison ====&lt;br /&gt;
&lt;br /&gt;
Si vous utilisez des unités empoisonneuses (Goules, Assassins orcs, Assassins), essayez d'empoisonner un maximum d'ennemis plutôt que de concentrer vos attaques sur une seule unité. Les unités déjà empoisonnées ne doivent pas non plus être une priorité pour vos autres unités, à moins de pouvoir les tuer d'un coup.&lt;br /&gt;
&lt;br /&gt;
Ne sous-estimez pas l'utilité du poison contre les unités ayant la capacité de régénération, ou celles dans un village ou près d'un guérisseur. Si la guérison annule le poison, elle ne peut pas restituer des points de vie dans le même temps. Des empoisonnements répétés peuvent empêcher ces unités (souvent solides ou difficiles à toucher) de se régénérer, permettant ainsi à vos forces de les réduire en morceaux.&lt;br /&gt;
&lt;br /&gt;
Contre des unités ayant une défense élévée, le poison est d'une aide certaine pour les affaiblir, puisque vous n'avez à les toucher qu'une fois pour qu'ils subissent des dégâts chaque tour jusqu'à guérison. Ceci intervient indépendamment du nombre de fois où vous les touchez ou combien vous leur infligez par attaque. Une fois qu'ils sont affaiblis, une frappe chanceuse suffit pour les tuer.&lt;br /&gt;
&lt;br /&gt;
Pensez aussi à empoisonner des unités loyales à la fin d'une nuit d'attaques par des unités chaotiques. Il est risqué de poursuivre des unités chaotiques avec des unités loyales empoisonnées pendant la journée. Cela pourrait obliger l'ennemi à battre en retraite et donc à perdre sa chance d'attaquer durant l'heure de la journée qui lui est la plus favorable.&lt;br /&gt;
&lt;br /&gt;
==== Déferlement ====&lt;br /&gt;
&lt;br /&gt;
Si l'attaque d'une unité est caractérisée par « déferlement », son nombre d'attaques par tour est défini par le rapport entre ses points de vie actuels et son maximum de points de vie. Par exemple, si l'unité en question ne possède que 3/4 de son maximum de points de vie, elle ne portera que 3/4 de son nombre maximum d'attaques. Cela n'a pas d'effet sur les dégâts faits par attaque.&lt;br /&gt;
&lt;br /&gt;
Si vous possédez une telle créature, votre priorité doit être de la garder en bonne santé. Si vous y êtes confronté, la meilleure idée constitue à l'empoisonner puis à l'éviter, étant donné que « déferlement » concerne davantage les unités de haut niveau. Le ralentissement (voir plus haut) de ces unités est très efficace car il réduit leur mouvement de moitié. Par conséquent, ces unités seront plus faciles à éviter pendant que le poison agit. Une fois en mauvaise santé, revenez pour porter le coup fatal.&lt;br /&gt;
&lt;br /&gt;
(From the manual - Henkutsu_tama)&lt;br /&gt;
&lt;br /&gt;
=== Recrutement ===&lt;br /&gt;
&lt;br /&gt;
Rappelez-vous que votre meneur peut recruter des unités sur n'importe quel hexagone « donjon », pas seulement celui sur lequel vous commencez. Si vous avez deux ennemis, et que l'un est beaucoup plus loin de vous que l'autre (comme dans « Le Siège d'Elensefar »), vous devriez recruter un nombre d'unités suffisant pour défaire le premier meneur ennemi (voire bloquer l'avancée du front du deuxième ennemi) puis déplacer votre meneur sur le donjon de l'ennemi tué et recruter les unités nécessaires à la défaite de l'adversaire restant. Cela vous permettra d'économiser de l'argent sur le long terme et de garder votre meneur à portée de l'action de telle manière qu'il prendra plus vite son niveau.&lt;br /&gt;
&lt;br /&gt;
Si vous êtes confronté à plusieurs ennemis aux armées très différentes, concentrez-vous d'abord sur le plus faible, ou alors sur celui possédant les ressources potentielles les plus élevées. Déplacez votre meneur en même temps que vos troupes et utilisez le château ennemi que vous aurez récemment nettoyé comme votre base principale. Cela offre en plus l'avantage de protéger votre meneur, souvent la cible des troupes ennemies. Ainsi, vous ne devrez plus recruter d'unités uniquement destinées à le protéger pendant que votre force principale est engagée ailleurs. Au final, cela vous permet une belle économie. De telles tactiques sont essentielles sur des cartes avec un grand nombre d'adversaires, par exemple contre l'IA sur la carte multijoueurs « Portes des Nains ».&lt;br /&gt;
&lt;br /&gt;
==== Réfléchissez au placement de vos unités ====&lt;br /&gt;
Placez vos unités manuellement.&lt;br /&gt;
Choisissez le meilleur hexagone du château pour votre unité en cliquant dessus avant de la recruter (ou de la rappeler). Ainsi, vous pourrez capturer un village un tour plus tôt ou déplacer des unités sur des cases vitales de la carte avant votre adversaire.&lt;br /&gt;
&lt;br /&gt;
Dans les cartes où la sortie de votre château s'effectue par un couloir étroit (comme dans la Baie des perles ou certaines des cartes souterraines aléatoires de l'Héritier du trône), alternez entre le recrutement/rappel d'une unité lente et d'une unité rapide.&lt;br /&gt;
Les paires ainsi créées pourront utiliser tout leur potentiel de mouvement sans se gêner l'une l'autre. Recrutez par exemple un guerrier elfe puis un cavalier, voire un guerrier elfe puis un archer elfe.&lt;br /&gt;
&lt;br /&gt;
====  Choix des unités  ====&lt;br /&gt;
* Certaines unités, comme les grognard orcs ou les cavaliers, n'ont pas d'attaque à distance. Tournez la situation à votre avantage en recrutant des unités polyvalentes, comme les rôdeurs elfes, qui disposent d'attaques au corps à corps et à distance. Ainsi, votre adversaire sera impuissant lorsque vous attaquerez, et vous ne serez pas désavantagé lorsque vous défendrez. C'est aussi valable pour les unités ne disposant pas d'attaque de corps à corps, comme les adeptes des ténèbres.&lt;br /&gt;
* Quand la bataille fait rage, utilisez des unités rapides (vos éclaireurs) pour distraire l'ennemi en vous faufilant derrière ses troupes pour vous emparer de ses villages, tarissant de ce fait son approvisionnement en or, et l'obligeant parfois même à diviser son armée.&lt;br /&gt;
* Si une bataille se déroule sur une rivière ou dans un col étroit, il peut être avantageux d'utiliser des unités tirailleuses telles que les duellistes pour traverser la rivière facilement et encercler votre adversaire. Vous pouvez également utiliser des unités volantes comme les griffons sur des cases « eau peu profonde » sans être trop désavantagé.&lt;br /&gt;
* Si vous avez à couvrir une large distance en eau peu profonde, en montagne, sur un sol caverneux ou sur tout autre terrain difficile, utilisez des unités dont le mouvement est divisible par leur mouvement sur lesdits terrains afin de ne pas gâcher de points de mouvement. Par exemple, si votre unité nécessite trois points de mouvement pour se déplacer d'une case dans l'eau, faites en sorte que l'unité ait trois, six ou neuf points de mouvement. Rappeler des unités dotées de la capacité « rapide » peut vous aider à y parvenir. Si vous rappelez une unité ayant 5 points de mouvement, elle ne pourra se déplacer que d'un hexagone sur un terrain qui requière trois points de mouvement, là où une même unité ayant six points de mouvement ne se déplacera que de deux hexagones.&lt;br /&gt;
* Les guerriers elfes et autres unités du même genre peuvent être créés en masse à un faible coût. Ayant des attaques au corps à corps et à distance décentes, elles sont souvent bien adaptées pour le combat au front, car elles infligeront des dégâts quels que soient leurs adversaires. Une première ligne de cavaliers, au contraire, est peu raisonnable pour tenir une position, car ils sont chers, ils succombent rapidement aux traits ennemis et ils n'auront probablement jamais l'opportunité de contre-attaquer.&lt;br /&gt;
&lt;br /&gt;
=== Connaissance du champ de bataille ===&lt;br /&gt;
&lt;br /&gt;
==== Reconnaissance - Appréhendez la carte ====&lt;br /&gt;
Si l'attaque est fonction de l'heure de la journée, la défense est en revanche régie par le terrain. Commencez par chercher tous les châteaux et regardez le type de terrain qui les entoure. Si la carte est recouverte d'un voile, envoyez deux ou trois éclaireurs pour localiser les châteaux. C'est aussi souvent utile dans du brouillard de guerre, car vous pouvez alors connaître la faction jouée par l'ennemi (si vous l'ignoriez) et comment son château est protégé. Veillez à en recruter d'autres quand les premiers éclaireurs mourront. Les renseignements qu'ils fournissent valent souvent plus que leur coût.&lt;br /&gt;
&lt;br /&gt;
==== Surveillance - Étudiez le terrain ====&lt;br /&gt;
Estimez la taille de chaque sorte de terrain et retenez les plus importants. Cela influe le choix des unités et leur efficacité globale. Ensuite, analysez le terrain le plus présent pour voir s'il est réparti de manière homogène, éparpillé ou concentré en grandes zones. Déterminez quel terrain vous voulez éviter et pourquoi. Les montagnes et eaux profondes pénalisent la plupart des unités. Elles servent de mur que votre adversaire peut utiliser pour vous piéger. Évidemment, vous pouvez faire la même chose. Si vous avez économisé une partie de votre argent de départ, vous pouvez décider quelles unités pourront intervenir en renfort hors des terrains les plus abondants.&lt;br /&gt;
&lt;br /&gt;
==== Transport - Repérez les chemins ====&lt;br /&gt;
Essayez de relier mentalement les zones de terrain avantageuses en partant de la position de vos unités (ou de votre château au début de la partie) par rapport aux châteaux ennemis ''et'' alliés. Utilisez les villages éparpillés entre votre objectif et vous pour influencer la route à prendre, surtout si vous ne pouvez pas recruter d'unités guérisseuses. Décidez quel terrain vous est le plus favorable et lequel est le moins favorable pour votre ennemi. Si votre but est d'atteindre un objet ou un hexagone, procédez de la même manière.&lt;br /&gt;
&lt;br /&gt;
Si une route se révèle ardue, changez-en. Apprenez quelles routes conviennent mieux à quelles unités et prévoyez un point de ralliement pour regrouper vos unités. Amenez votre adversaire à essayer de deviner constamment vos prochaines actions. En empruntant plusieurs routes adjacentes pour atteindre un objectif, vos adversaires auront plus de mal à enrayer votre progression. Dans certains cas, il est plus simple d'envoyer votre force principale directement sur la cible et d'utiliser des unités rapides pour la contourner et ainsi la prendre en étau.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Particularités - Décelez les pièges ====&lt;br /&gt;
Localisez les emplacements où le terrain défavorable est coincé entre deux bandes de terrain favorable les plus proches possibles. Voici des positions défensives vous permettant de tendre une embuscade aux adversaires en approche (avec ou sans voleur) et de fournir une protection pour vos alliés. Il arrive que le terrain forme un passage rapide à traverser pour les unités. Vérifiez s'il vous faut moins de tours pour contourner un terrain difficile ou pour le traverser. En terrain difficile, il devient plus ardu d'encercler des unités pour les immobiliser, aussi amenez-les plutôt vers un terrain plus propice (en vous servant de la Zone de Contrôle, voir plus bas) pour les y encerlez.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Distance - Surveillez l'heure ====&lt;/div&gt;</summary>
		<author><name>Krotop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=AdvancedTactics/fr&amp;diff=20997</id>
		<title>AdvancedTactics/fr</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=AdvancedTactics/fr&amp;diff=20997"/>
		<updated>2008-01-20T12:41:15Z</updated>

		<summary type="html">&lt;p&gt;Krotop: /* Le principe de la pointe de lance - un pari risqué */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cette page sous-entend que le [http://www.wesnoth.org/wiki/GettingStarted Guide de Démarrage (en)] et le [http://www.wesnoth.org/wiki/WesnothManual Manuel de Wesnoth (en)] sont connus du lecteur.&lt;br /&gt;
Cela sous-entend que vous avez fait suffisament de parties, que le système de jeu vous est familier,&lt;br /&gt;
que vous savez déplacer des unités et que vous cherchez maintenant à déjouer votre adversaire (IA ou humain).&lt;br /&gt;
Quelques tactiques sont utiles en certaines circonstances et ne le sont pas en d'autres. Choisissez celles &lt;br /&gt;
qui conviennent le mieux à votre façon de jouer. Vous accablez votre adversaire avec une armée sans fin &lt;br /&gt;
ou avec un petit groupe d'unités de haut niveau ? Préférez-vous être dans la peau d'une race ?&lt;br /&gt;
Vous voulez jouer plusieurs scénarii ou rejouer encore et encore jusqu'à réaliser la partie parfaite.&lt;br /&gt;
&lt;br /&gt;
=== Stratégie ===&lt;br /&gt;
==== Combattez à la déloyale ====&lt;br /&gt;
De Sun Tsu à &amp;quot;Shock and Awe&amp;quot;(forcer soumission et crainte en faisant montre d'une puissance démesurée), les stratèges ont toujours accentué le fait qu'on ne devait pas entrer en conflit à moins d'être considérablement supérieur à son ennemi. Dans Wesnoth, cela se traduit par:&lt;br /&gt;
* plus d'unités,&lt;br /&gt;
* de meilleures unités (plus fortes, d'un niveau supérieur), &lt;br /&gt;
* des capacités de guérison plus importantes en deuxième ligne.&lt;br /&gt;
&lt;br /&gt;
Napoléon était particulièrement doué dans la manoeuvre de ses troupes pour obtenir l'avantage même en infériorité numérique. En attaquant le centre des armées ennemies, il rompait leur ligne et divisait la force adverse en deux moitiés. Ensuite, un petit détachement renforçait sa position et tenait l'un des flancs. Le gros de l'armée napoléonienne attaquait alors l'une des moitiés, à présent en sous-nombre. Après avoir détruit la première moitié, la force principale rejoignait le flanc vulnérable et détruisait le restant des troupes ennemies (cette tactique est connue sous le nom de &amp;quot;manoeuvre sur position centrale&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Pour mettre cette stratégie en pratique dans Wesnoth, laissez quelques unités dotées d'un nombre de points de vie élevé et stationnées en terrain favorable sur un flanc, pendant que la majorité de vos forces attaque sur un autre front.&lt;br /&gt;
Par exemple, deux mages rouges et un mage blanc, ou trois paladins. En combinant des guérisseurs à la capacité de guérison d'un village, une force réduite peut tenir tête à un plus grand nombre d'unités pendant très longtemps.&lt;br /&gt;
&lt;br /&gt;
==== Feintes ====&lt;br /&gt;
Vous pouvez fourvoyer l'IA (et un nombre étonnant d'adversaires humains) en envoyant quelques unités vers un objectif stratégique (meneur ennemi, village ou pont). L'adversaire réagira excessivement et placera ses unités malhabilement en conséquence.&lt;br /&gt;
De même, vous pouvez envoyer des unités rapides derrière les lignes ennemies pour vous emparer d'un village. Ne le défendez pas; déplacez-vous plutôt sur le village suivant, distrayant ainsi les troupes de l'ennemi au front ou ses renforts. Les unités volantes sont particulièrement appropriées puisqu'elles ne subissent pas les pénalités de terrain. Il peut aussi arriver qu'une feinte se transforme en offensive majeure, si l'ennemi y voit une feinte et ignore vos fallacieuses unités .&lt;br /&gt;
&lt;br /&gt;
Rappelez-vous de vous prémunir contre ce genre de tactique face à un adversaire humain. Si votre ennemi prépare une offensive qui vous semble irréfléchie, il est probable qu'il s'agisse d'une diversion. Cependant, cela ne signifie pas que vous devez l'ignorer. Vous devriez plutôt essayer de contrer et contenir la force attaquante jusqu'à ce que la stratégie de votre ennemi devienne plus claire, mais n'utilisez pas toute votre armée - vous écraseriez peut-être plusieurs unités ennemies, mais ça ne servirait à rien si votre meneur se retrouvait seul et entouré par un autre détachement adverse.&lt;br /&gt;
&lt;br /&gt;
==== Saute-moutons ====&lt;br /&gt;
Tous les stratèges de l'histoire ont signalé la nécessité de &amp;quot;garder une réserve&amp;quot;.&lt;br /&gt;
Dans Wesnoth, cela veut dire que vous ne devez pas attaquer avec toutes vos unités.&lt;br /&gt;
Gardez plutôt des unités en retrait pour exploiter les failles causées par vos assauts initiaux. Vous pouvez aussi ramener au front une unité vigoureuse et en pleine forme, pour &amp;quot;prendre des coups&amp;quot; afin qu'elle maintienne votre défense.&lt;br /&gt;
&lt;br /&gt;
De nos jours, le concept de &amp;quot;réserve&amp;quot; a acquis un sens plus large:&lt;br /&gt;
divisez votre force principale en deux groupes, attaquez avec la première et gardez l'autre en retrait. Quand le premier groupe est bien amoché, battez en retraite à côté de guérisseurs ou dans des villages et attaquez avec l'autre groupe.&lt;br /&gt;
Cette approche vous permet de distribuer l'expérience plus équitablement entre vos unités, ce qui est particulièrement utile lors de longues campagnes.&lt;br /&gt;
Cependant, si vous avez besoin d'unités de haut niveau, choisir quelle unité assénera le coup fatal permet d'accélérer la prise de niveau.&lt;br /&gt;
Ainsi, vous aurez moins de chances de perdre des unités ayant beaucoup d'expérience, ce qui se traduira par une augmentation du nombre d'unités réussissant à prendre leur niveau.&lt;br /&gt;
&lt;br /&gt;
N'utilisez pas vos unités améliorées, et surtout pas votre meneur, pour protéger les guérisseurs et les villages, car l'ennemi pourrait alors s'en prendre à eux et attaquer les blessés en quête de soins.&lt;br /&gt;
&lt;br /&gt;
Parfois, si l'heure du jour vous est favorable, vous pouvez obtenir la victoire rapidement en opérant un assaut généralisé. Si l'ennemi vous est visiblement inférieur, ou si les conditions sont favorables, cela peut constituer une stratégie efficace. Néanmoins, la plupart du temps, il est conseillé d'utiliser d'autres stratégies, plus élégantes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Petit mais costaud ====&lt;br /&gt;
Formez un petit noyau d'unités de haut niveau. Rappelez des combattants pendant un ou deux tours, puis déplacez votre noyau d'élite en position serrée, composé pour la plupart d'unités de niveau 2 et de quelques unités de niveau 3 pour protéger les flancs ou agir pendant les 2-3 tours décisifs. Grâce à cette stratégie, vous aurez besoin de moins de villages pour gagner de l'argent, et serez donc moins occupé à vous en emparer.&lt;br /&gt;
&lt;br /&gt;
N'oubliez pas de recruter des unités de niveau 1 pour absorber les premières attaques portées par l'ennemi, ainsi que pour feinter ou garder des villages mineurs. Permettez aux survivants d'achever les unités ennemies en mauvais état au cas où il faudrait remplacer un membre de votre noyau d'élite ayant fait l'ultime sacrifice. Autrement dit, étant donné que vos unités améliorées ont des chances de mourir, vous devez améliorer d'autres unités pour prendre la relève.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Préservez vos points de vie ====&lt;br /&gt;
Les points de vie sont la seule ressource non-renouvelable de l'unité.&lt;br /&gt;
Choisissez donc l'attaque dans laquelle vous subissez le moins de dégâts, non celle qui en inflige le plus.&lt;br /&gt;
Par exemple, supposons que vous attaquiez une unité ennemie ayant 6-3 au corps-à-corps, et pas d'attaque à distance. Votre unité a 4-4 au corps-à-corps et 3-3 en attaque à distance.&lt;br /&gt;
Considérez attentivement la situation.&lt;br /&gt;
Devez-vous tuer cette unité ce tour-ci?&lt;br /&gt;
Est-elle stationnée dans un village ou à proximité d'un guérisseur?&lt;br /&gt;
N'acceptez pas automatiquement le choix de l'ordinateur (c'est tout simplement l'attaque susceptible d'infliger un maximum de dégâts, sans tenir compte de combien vous en recevez).&lt;br /&gt;
&lt;br /&gt;
Rappelez-vous qu'une unité prenant un niveau récupère tous ses points de vie.&lt;br /&gt;
&lt;br /&gt;
Enfin, l'attaque d'un héros ennemi, surtout dans un château, est une décision onéreuse, même en utilisant des attaques magiques. Attendez-vous à perdre des unités si vous voulez voir disparaître ses points de vie.&lt;br /&gt;
&lt;br /&gt;
==== Profitez du passage au niveau supérieur ====&lt;br /&gt;
Lorsque vous faites le ménage à la fin d'un scénario, essayez de répartir l'expérience de telle façon que plusieurs unités soient proches de leur niveau suivant. Il est préférable de commencer le scénario suivant en rappelant des unités de faible niveau prêtes à passer au niveau supérieur plutôt qu'en rappelant ces mêmes unités avec un niveau de plus. Ainsi, vous économisez une pièce d'or pour chaque tour entre le rappel de l'unité et son passage au niveau supérieur. Vous pouvez aussi lancer vos unités (accompagnées de chair à canon) dans le premier assaut en espérant qu'elles prendront leur niveau, récupérant ainsi leurs points de vie et devenant par là même de meilleurs combattants. En utilisant tout le potentiel du passage à niveau, vous pouvez considérablement augmenter vos chances de finir rapidement les scénarios sans perdre d'unités.&lt;br /&gt;
&lt;br /&gt;
Notez que toutes les unités ont un niveau maximum au-delà duquel elles ne se régénèrent plus en remplissant leur jauge d'expérience. Sachez quelles unités ont atteint leur niveau maximum pour ne pas en voir une mourir alors que vous pensiez la voir récupérer tous ses points de vie.&lt;br /&gt;
&lt;br /&gt;
==== Le principe de la pointe de lance - un pari risqué ====&lt;br /&gt;
Il est improbable qu'un bâton pénètre une défense quelle qu'elle soit - sa puissance est répartie sur une surface trop grande. Mais une lance pointue peut percer des défenses beaucoup plus facilement, car sa puissance est concentrée en un seul point. Cela s'applique aussi à un niveau stratégique: dans beaucoup de circonstances (pas toutes), il est plus utile d'infliger d'importants dégâts sur une petite portion de ligne ennemie plutôt que d'éparpiller vos forces pour attaquer partout en même temps.&lt;br /&gt;
&lt;br /&gt;
Cela peut supposer beaucoup plus d'anticipation qu'il n'y paraît. Etudiez bien le champ de bataille et le déploiement ennemi avant de tenter une percée. Ensuite, quand l'heure du jour vous est favorable (ou défavorable à l'ennemi, si vos unités sont neutres), attaquez rapidement, en déplaçant autant d'unités &amp;quot;lourdes&amp;quot; dans la plus petite zone possible (c'est une variante de la manoeuvre sur position centrale de Napoléon, citée plus haut). Soyez attentif au terrain pour décider où l'attaque va porter.&lt;br /&gt;
&lt;br /&gt;
Si vous avez les hommes, vous devriez essayer d'encercler toute la zone par des troupes légères, rapides et de second rôle - il n'est pas nécessaire qu'elles combattent, vous devriez juste essayer d'obtenir le contrôle de la zone périphérique autour du théâtre que vous aurez choisi. Après cela, votre objectif est simple: balayer toute les unités ennemies dans la zone avant que la phase du jour ne change. Ne laissez aucune unité s'échapper, car elle irait se soigner dans un village avant de revenir au combat. Quand la phase du jour commence à changer, ou avant si vous avez déjà détruit votre cible, déplacez toutes vos forces (hormis les éclaireurs), remontant la ligne ennemie afin d'anéantir l'un des flancs. Utilisez les éclaireurs pour harceler l'autre flanc ou bloquer le passage, en attendant que votre force principale arrive et les écrase.&lt;br /&gt;
&lt;br /&gt;
Avec une tactique solide et une chance mesurée, vous avez à présent détruit le gros de l'armée adverse et n'avez que peu de pertes de votre côté. Plusieurs unités sont susceptibles de prendre un niveau dans l'opération. Ces troupes, ainsi que les unités en passe de monter au niveau supérieur, pourraient ensuite être utilisées pour traquer et abattre le héros ennemi et les forces qu'il lui reste.&lt;br /&gt;
&lt;br /&gt;
Attention, il s'agit toutefois d'une stratégie riquée. Si vous êtes malchanceux, mal préparé, ou si votre ennemi entreprend une contre-offensive musclée, il est probable que vos unités seront paralisées et lentement balayées. Pire, ellse peuvent être encerclées par des éclaireurs pendant que la majeure partie de l'armée adverse vous contourne pour tuer votre meneur. Ce genre de tactique peut vous faire gagner la partie en quelques tours; mais vous pouvez perdre aussi faciement, si vous vous y prenez mal.&lt;br /&gt;
&lt;br /&gt;
=== Aptitude des armes ===&lt;br /&gt;
==== coup dans le dos ====&lt;br /&gt;
&lt;br /&gt;
{{Quote|&lt;br /&gt;
|quote=&amp;quot;Les voleurs sont lestes et furtifs, ce qui les rend difficiles à toucher. Capables de porter des coups dans le dos, les voleurs doublent leurs dégâts quand ils attaquent un ennemi coincé entre un allié du voleur et celui-ci. Les voleurs se battent mieux de jour que de nuit en raison de leur penchant chaotique.&amp;quot;&lt;br /&gt;
|source= description du voleur&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
Les assassins, horreurs noctures, brigands, ombres et voleurs peuvent frapper dans le dos.&lt;br /&gt;
Un voleur coûte 12 pièces d'or et son attaque de base est 4-3. Mais en frappant dans le dos, il inflige 8-3, impressionnant puisque cela équivaut à l'attaque de la plupart des unités de niveau 2.&lt;br /&gt;
Frapper dans le dos de nuit avec un voleur fort inflige 12-3.&lt;br /&gt;
Après 24 points d'expérience, il se transforme en bandit, qui inflige 6-3 de base...&lt;br /&gt;
&lt;br /&gt;
Vous n'êtes pas obligés d'attaquer avec une autre unité pour gagner le bonus &amp;quot;coup dans le dos&amp;quot; -- il suffit juste qu'il y ait une unité sur le côté opposé de l'ennemi.&lt;br /&gt;
L'allié pourra même se déplacer après ce coup, pourvu qu'il n'ait pas épuisé sa jauge de mouvement en se déplaçant dans la Zone de Contrôle ennemie ce tour.&lt;br /&gt;
Les voleurs fonctionnent bien par paires contre les unités faibles ou isolées.&lt;br /&gt;
Ils peuvent entourer une unité et l'attaquer tour après tour.&lt;br /&gt;
&lt;br /&gt;
Il est souvent efficace d'utiliser les unités ayant cette capacité par paires, car alors chacune donne son bonus à l'autre. C'est tout particulièrement puissant avec des ombres, en raison de leur mouvement considérable. Gardez une ou deux paires sur vos flancs, embusquées contre les éclaireurs isolés et les pilleurs de villages.&lt;br /&gt;
&lt;br /&gt;
==== Ralentissement ====&lt;br /&gt;
Les chamans, lents, faibles, et d'une puissance de feu limitée, doivent être utilisés avec prudence, mais il ne faut pas se passer de leur compétence offensive pour autant.&lt;br /&gt;
Beaucoup d'ennemis tels que les Trolls (sans parler des Guerriers trolls!), les grognards orcs ou les cavaliers ont deux puissantes attaques.&lt;br /&gt;
Vous pouvez les paralyser pendant un tour en les ralentissant, ce qui permet de diviser par deux leurs dégâts.&lt;br /&gt;
&lt;br /&gt;
Évidemment, cette tactique vaut encore davantage pour vos unités de haut niveau: druides, nymphes ou pillards gobelins.&lt;br /&gt;
&lt;br /&gt;
Vous pouvez également conserver une telle unité dans votre force d'attaque pour ralentir un ennemi cherchant à s'enfuir, ou entraver leurs attaques au début de votre assaut pour ensuite envoyer vos guerriers qui ne prendront que la moitié des dégâts normalement infligés.&lt;br /&gt;
&lt;br /&gt;
==== Soins et guérisons ====&lt;br /&gt;
Déplacez vos soigneurs par deux pour conserver la liberté de les utiliser en combat quand cela vous semble approprié sans devoir ensuite vous soigner dans un village. Rappelez-vous la différence entre guérir et soigner. Positionnez vos meilleurs soigneurs là où vous en avez le plus besoin.&lt;br /&gt;
&lt;br /&gt;
N'oubliez pas qu'avec une unité guérisseuse dans les parages, vous n'avez rien à craindre du poison.&lt;br /&gt;
Les fléchettes de l'assassin ne représentent une menaces sérieuse que si elles empoisonnent une unité sans soutien.&lt;br /&gt;
Votre druide ou mage blanc guériront le poison avant qu'il n'ait eu le temps d'agir (mais ils ne peuvent enlever le poison et guérir les points de vie d'une unité dans le même tour. Ils peuvent guérir le poison de chaque unité adjacente, quel que soit le nombre de blessés à soigner.&lt;br /&gt;
&lt;br /&gt;
==== Poison ====&lt;br /&gt;
&lt;br /&gt;
Si vous utilisez des unités empoisonneuses (Goules, Assassins orcs, Assassins), essayez d'empoisonner un maximum d'ennemis plutôt que de concentrer vos attaques sur une seule unité. Les unités déjà empoisonnées ne doivent pas non plus être une priorité pour vos autres unités, à moins de pouvoir les tuer d'un coup.&lt;br /&gt;
&lt;br /&gt;
Ne sous-estimez pas l'utilité du poison contre les unités ayant la capacité de régénération, ou celles dans un village ou près d'un guérisseur. Si la guérison annule le poison, elle ne peut pas restituer des points de vie dans le même temps. Des empoisonnements répétés peuvent empêcher ces unités (souvent solides ou difficiles à toucher) de se régénérer, permettant ainsi à vos forces de les réduire en morceaux.&lt;br /&gt;
&lt;br /&gt;
Contre des unités ayant une défense élévée, le poison est d'une aide certaine pour les affaiblir, puisque vous n'avez à les toucher qu'une fois pour qu'ils subissent des dégâts chaque tour jusqu'à guérison. Ceci intervient indépendamment du nombre de fois où vous les touchez ou combien vous leur infligez par attaque. Une fois qu'ils sont affaiblis, une frappe chanceuse suffit pour les tuer.&lt;br /&gt;
&lt;br /&gt;
Pensez aussi à empoisonner des unités loyales à la fin d'une nuit d'attaques par des unités chaotiques. Il est risqué de poursuivre des unités chaotiques avec des unités loyales empoisonnées pendant la journée. Cela pourrait obliger l'ennemi à battre en retraite et donc à perdre sa chance d'attaquer durant l'heure de la journée qui lui est la plus favorable.&lt;br /&gt;
&lt;br /&gt;
==== Déferlement ====&lt;br /&gt;
&lt;br /&gt;
Si l'attaque d'une unité est caractérisée par « déferlement », son nombre d'attaques par tour est défini par le rapport entre ses points de vie actuels et son maximum de points de vie. Par exemple, si l'unité en question ne possède que 3/4 de son maximum de points de vie, elle ne portera que 3/4 de son nombre maximum d'attaques. Cela n'a pas d'effet sur les dégâts faits par attaque.&lt;br /&gt;
&lt;br /&gt;
Si vous possédez une telle créature, votre priorité doit être de la garder en bonne santé. Si vous y êtes confronté, la meilleure idée constitue à l'empoisonner puis à l'éviter, étant donné que « déferlement » concerne davantage les unités de haut niveau. Le ralentissement (voir plus haut) de ces unités est très efficace car il réduit leur mouvement de moitié. Par conséquent, ces unités seront plus faciles à éviter pendant que le poison agit. Une fois en mauvaise santé, revenez pour porter le coup fatal.&lt;br /&gt;
&lt;br /&gt;
(From the manual - Henkutsu_tama)&lt;br /&gt;
&lt;br /&gt;
=== Recrutement ===&lt;br /&gt;
&lt;br /&gt;
Rappelez-vous que votre meneur peut recruter des unités sur n'importe quel hexagone « donjon », pas seulement celui sur lequel vous commencez. Si vous avez deux ennemis, et que l'un est beaucoup plus loin de vous que l'autre (comme dans « Le Siège d'Elensefar »), vous devriez recruter un nombre d'unités suffisant pour défaire le premier meneur ennemi (voire bloquer l'avancée du front du deuxième ennemi) puis déplacer votre meneur sur le donjon de l'ennemi tué et recruter les unités nécessaires à la défaite de l'adversaire restant. Cela vous permettra d'économiser de l'argent sur le long terme et de garder votre meneur à portée de l'action de telle manière qu'il prendra plus vite son niveau.&lt;br /&gt;
&lt;br /&gt;
Si vous êtes confronté à plusieurs ennemis aux armées très différentes, concentrez-vous d'abord sur le plus faible, ou alors sur celui possédant les ressources potentielles les plus élevées. Déplacez votre meneur en même temps que vos troupes et utilisez le château ennemi que vous aurez récemment nettoyé comme votre base principale. Cela offre en plus l'avantage de protéger votre meneur, souvent la cible des troupes ennemies. Ainsi, vous ne devrez plus recruter d'unités uniquement destinées à le protéger pendant que votre force principale est engagée ailleurs. Au final, cela vous permet une belle économie. De telles tactiques sont essentielles sur des cartes avec un grand nombre d'adversaires, par exemple contre l'IA sur la carte multijoueurs « Portes des Nains ».&lt;br /&gt;
&lt;br /&gt;
==== Réfléchissez au placement de vos unités ====&lt;br /&gt;
Placez vos unités manuellement.&lt;br /&gt;
Choisissez le meilleur hexagone du château pour votre unité en cliquant dessus avant de la recruter (ou de la rappeler). Ainsi, vous pourrez capturer un village un tour plus tôt ou déplacer des unités sur des cases vitales de la carte avant votre adversaire.&lt;br /&gt;
&lt;br /&gt;
Dans les cartes où la sortie de votre château s'effectue par un couloir étroit (comme dans la Baie des perles ou certaines des cartes souterraines aléatoires de l'Héritier du trône), alternez entre le recrutement/rappel d'une unité lente et d'une unité rapide.&lt;br /&gt;
Les paires ainsi créées pourront utiliser tout leur potentiel de mouvement sans se gêner l'une l'autre. Recrutez par exemple un guerrier elfe puis un cavalier, voire un guerrier elfe puis un archer elfe.&lt;br /&gt;
&lt;br /&gt;
====  Choix des unités  ====&lt;br /&gt;
* Certaines unités, comme les grognard orcs ou les cavaliers, n'ont pas d'attaque à distance. Tournez la situation à votre avantage en recrutant des unités polyvalentes, comme les rôdeurs elfes, qui disposent d'attaques au corps à corps et à distance. Ainsi, votre adversaire sera impuissant lorsque vous attaquerez, et vous ne serez pas désavantagé lorsque vous défendrez. C'est aussi valable pour les unités ne disposant pas d'attaque de corps à corps, comme les adeptes des ténèbres.&lt;br /&gt;
* Quand la bataille fait rage, utilisez des unités rapides (vos éclaireurs) pour distraire l'ennemi en vous faufilant derrière ses troupes pour vous emparer de ses villages, tarissant de ce fait son approvisionnement en or, et l'obligeant parfois même à diviser son armée.&lt;br /&gt;
* Si une bataille se déroule sur une rivière ou dans un col étroit, il peut être avantageux d'utiliser des unités tirailleuses telles que les duellistes pour traverser la rivière facilement et encercler votre adversaire. Vous pouvez également utiliser des unités volantes comme les griffons sur des cases « eau peu profonde » sans être trop désavantagé.&lt;br /&gt;
* Si vous avez à couvrir une large distance en eau peu profonde, en montagne, sur un sol caverneux ou sur tout autre terrain difficile, utilisez des unités dont le mouvement est divisible par leur mouvement sur lesdits terrains afin de ne pas gâcher de points de mouvement. Par exemple, si votre unité nécessite trois points de mouvement pour se déplacer d'une case dans l'eau, faites en sorte que l'unité ait trois, six ou neuf points de mouvement. Rappeler des unités dotées de la capacité « rapide » peut vous aider à y parvenir. Si vous rappelez une unité ayant 5 points de mouvement, elle ne pourra se déplacer que d'un hexagone sur un terrain qui requière trois points de mouvement, là où une même unité ayant six points de mouvement ne se déplacera que de deux hexagones.&lt;br /&gt;
* Les guerriers elfes et autres unités du même genre peuvent être créés en masse à un faible coût. Ayant des attaques au corps à corps et à distance décentes, elles sont souvent bien adaptées pour le combat au front, car elles infligeront des dégâts quels que soient leurs adversaires. Une première ligne de cavaliers, au contraire, est peu raisonnable pour tenir une position, car ils sont chers, ils succombent rapidement aux traits ennemis et ils n'auront probablement jamais l'opportunité de contre-attaquer.&lt;br /&gt;
&lt;br /&gt;
=== Connaissance du champ de bataille ===&lt;br /&gt;
&lt;br /&gt;
==== Reconnaissance - Appréhendez la carte ====&lt;br /&gt;
Si l'attaque est fonction de l'heure de la journée, la défense est en revanche régie par le terrain. Commencez par chercher tous les châteaux et regardez le type de terrain qui les entoure. Si la carte est recouverte d'un voile, envoyez deux ou trois éclaireurs pour localiser les châteaux. C'est aussi souvent utile dans du brouillard de guerre, car vous pouvez alors connaître la faction jouée par l'ennemi (si vous l'ignoriez) et comment son château est protégé. Veillez à en recruter d'autres quand les premiers éclaireurs mourront. Les renseignements qu'ils fournissent valent souvent plus que leur coût.&lt;br /&gt;
&lt;br /&gt;
==== Surveillance - Étudiez le terrain ====&lt;br /&gt;
Estimez la taille de chaque sorte de terrain et retenez les plus importants. Cela influe le choix des unités et leur efficacité globale. Ensuite, analysez le terrain le plus présent pour voir s'il est réparti de manière homogène, éparpillé ou concentré en grandes zones. Déterminez quel terrain vous voulez éviter et pourquoi. Les montagnes et eaux profondes pénalisent la plupart des unités. Elles servent de mur que votre adversaire peut utiliser pour vous piéger. Évidemment, vous pouvez faire la même chose. Si vous avez économisé une partie de votre argent de départ, vous pouvez décider quelles unités pourront intervenir en renfort hors des terrains les plus abondants.&lt;br /&gt;
&lt;br /&gt;
==== Transport - Repérez les chemins ====&lt;br /&gt;
Essayez de relier mentalement les zones de terrain avantageuses en partant de la position de vos unités (ou de votre château au début de la partie) par rapport aux châteaux ennemis ''et'' alliés. Utilisez les villages éparpillés entre votre objectif et vous pour influencer la route à prendre, surtout si vous ne pouvez pas recruter d'unités guérisseuses. Décidez quel terrain vous est le plus favorable et lequel est le moins favorable pour votre ennemi. Si votre but est d'atteindre un objet ou un hexagone, procédez de la même manière.&lt;br /&gt;
&lt;br /&gt;
Si une route se révèle ardue, changez-en. Apprenez quelles routes conviennent mieux à quelles unités et prévoyez un point de ralliement pour regrouper vos unités. Amenez votre adversaire à essayer de deviner constamment vos prochaines actions. En empruntant plusieurs routes adjacentes pour atteindre un objectif, vos adversaires auront plus de mal à enrayer votre progression. Dans certains cas, il est plus simple d'envoyer votre force principale directement sur la cible et d'utiliser des unités rapides pour la contourner et ainsi la prendre en étau.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Particularités - Décelez les pièges ====&lt;br /&gt;
Localisez les emplacements où le terrain défavorable est coincé entre deux bandes de terrain favorable les plus proches possibles. Voici des positions défensives vous permettant de tendre une embuscade aux adversaires en approche (avec ou sans voleur) et de fournir une protection pour vos alliés. Il arrive que le terrain forme un passage rapide à traverser pour les unités. Vérifiez s'il vous faut moins de tours pour contourner un terrain difficile ou pour le traverser. En terrain difficile, il devient plus ardu d'encercler des unités pour les immobiliser, aussi amenez-les plutôt vers un terrain plus propice (en vous servant de la Zone de Contrôle, voir plus bas) pour les y encerlez.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Distance - Surveillez l'heure ====&lt;/div&gt;</summary>
		<author><name>Krotop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=AdvancedTactics/fr&amp;diff=20996</id>
		<title>AdvancedTactics/fr</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=AdvancedTactics/fr&amp;diff=20996"/>
		<updated>2008-01-20T12:39:24Z</updated>

		<summary type="html">&lt;p&gt;Krotop: /* Feintes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cette page sous-entend que le [http://www.wesnoth.org/wiki/GettingStarted Guide de Démarrage (en)] et le [http://www.wesnoth.org/wiki/WesnothManual Manuel de Wesnoth (en)] sont connus du lecteur.&lt;br /&gt;
Cela sous-entend que vous avez fait suffisament de parties, que le système de jeu vous est familier,&lt;br /&gt;
que vous savez déplacer des unités et que vous cherchez maintenant à déjouer votre adversaire (IA ou humain).&lt;br /&gt;
Quelques tactiques sont utiles en certaines circonstances et ne le sont pas en d'autres. Choisissez celles &lt;br /&gt;
qui conviennent le mieux à votre façon de jouer. Vous accablez votre adversaire avec une armée sans fin &lt;br /&gt;
ou avec un petit groupe d'unités de haut niveau ? Préférez-vous être dans la peau d'une race ?&lt;br /&gt;
Vous voulez jouer plusieurs scénarii ou rejouer encore et encore jusqu'à réaliser la partie parfaite.&lt;br /&gt;
&lt;br /&gt;
=== Stratégie ===&lt;br /&gt;
==== Combattez à la déloyale ====&lt;br /&gt;
De Sun Tsu à &amp;quot;Shock and Awe&amp;quot;(forcer soumission et crainte en faisant montre d'une puissance démesurée), les stratèges ont toujours accentué le fait qu'on ne devait pas entrer en conflit à moins d'être considérablement supérieur à son ennemi. Dans Wesnoth, cela se traduit par:&lt;br /&gt;
* plus d'unités,&lt;br /&gt;
* de meilleures unités (plus fortes, d'un niveau supérieur), &lt;br /&gt;
* des capacités de guérison plus importantes en deuxième ligne.&lt;br /&gt;
&lt;br /&gt;
Napoléon était particulièrement doué dans la manoeuvre de ses troupes pour obtenir l'avantage même en infériorité numérique. En attaquant le centre des armées ennemies, il rompait leur ligne et divisait la force adverse en deux moitiés. Ensuite, un petit détachement renforçait sa position et tenait l'un des flancs. Le gros de l'armée napoléonienne attaquait alors l'une des moitiés, à présent en sous-nombre. Après avoir détruit la première moitié, la force principale rejoignait le flanc vulnérable et détruisait le restant des troupes ennemies (cette tactique est connue sous le nom de &amp;quot;manoeuvre sur position centrale&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Pour mettre cette stratégie en pratique dans Wesnoth, laissez quelques unités dotées d'un nombre de points de vie élevé et stationnées en terrain favorable sur un flanc, pendant que la majorité de vos forces attaque sur un autre front.&lt;br /&gt;
Par exemple, deux mages rouges et un mage blanc, ou trois paladins. En combinant des guérisseurs à la capacité de guérison d'un village, une force réduite peut tenir tête à un plus grand nombre d'unités pendant très longtemps.&lt;br /&gt;
&lt;br /&gt;
==== Feintes ====&lt;br /&gt;
Vous pouvez fourvoyer l'IA (et un nombre étonnant d'adversaires humains) en envoyant quelques unités vers un objectif stratégique (meneur ennemi, village ou pont). L'adversaire réagira excessivement et placera ses unités malhabilement en conséquence.&lt;br /&gt;
De même, vous pouvez envoyer des unités rapides derrière les lignes ennemies pour vous emparer d'un village. Ne le défendez pas; déplacez-vous plutôt sur le village suivant, distrayant ainsi les troupes de l'ennemi au front ou ses renforts. Les unités volantes sont particulièrement appropriées puisqu'elles ne subissent pas les pénalités de terrain. Il peut aussi arriver qu'une feinte se transforme en offensive majeure, si l'ennemi y voit une feinte et ignore vos fallacieuses unités .&lt;br /&gt;
&lt;br /&gt;
Rappelez-vous de vous prémunir contre ce genre de tactique face à un adversaire humain. Si votre ennemi prépare une offensive qui vous semble irréfléchie, il est probable qu'il s'agisse d'une diversion. Cependant, cela ne signifie pas que vous devez l'ignorer. Vous devriez plutôt essayer de contrer et contenir la force attaquante jusqu'à ce que la stratégie de votre ennemi devienne plus claire, mais n'utilisez pas toute votre armée - vous écraseriez peut-être plusieurs unités ennemies, mais ça ne servirait à rien si votre meneur se retrouvait seul et entouré par un autre détachement adverse.&lt;br /&gt;
&lt;br /&gt;
==== Saute-moutons ====&lt;br /&gt;
Tous les stratèges de l'histoire ont signalé la nécessité de &amp;quot;garder une réserve&amp;quot;.&lt;br /&gt;
Dans Wesnoth, cela veut dire que vous ne devez pas attaquer avec toutes vos unités.&lt;br /&gt;
Gardez plutôt des unités en retrait pour exploiter les failles causées par vos assauts initiaux. Vous pouvez aussi ramener au front une unité vigoureuse et en pleine forme, pour &amp;quot;prendre des coups&amp;quot; afin qu'elle maintienne votre défense.&lt;br /&gt;
&lt;br /&gt;
De nos jours, le concept de &amp;quot;réserve&amp;quot; a acquis un sens plus large:&lt;br /&gt;
divisez votre force principale en deux groupes, attaquez avec la première et gardez l'autre en retrait. Quand le premier groupe est bien amoché, battez en retraite à côté de guérisseurs ou dans des villages et attaquez avec l'autre groupe.&lt;br /&gt;
Cette approche vous permet de distribuer l'expérience plus équitablement entre vos unités, ce qui est particulièrement utile lors de longues campagnes.&lt;br /&gt;
Cependant, si vous avez besoin d'unités de haut niveau, choisir quelle unité assénera le coup fatal permet d'accélérer la prise de niveau.&lt;br /&gt;
Ainsi, vous aurez moins de chances de perdre des unités ayant beaucoup d'expérience, ce qui se traduira par une augmentation du nombre d'unités réussissant à prendre leur niveau.&lt;br /&gt;
&lt;br /&gt;
N'utilisez pas vos unités améliorées, et surtout pas votre meneur, pour protéger les guérisseurs et les villages, car l'ennemi pourrait alors s'en prendre à eux et attaquer les blessés en quête de soins.&lt;br /&gt;
&lt;br /&gt;
Parfois, si l'heure du jour vous est favorable, vous pouvez obtenir la victoire rapidement en opérant un assaut généralisé. Si l'ennemi vous est visiblement inférieur, ou si les conditions sont favorables, cela peut constituer une stratégie efficace. Néanmoins, la plupart du temps, il est conseillé d'utiliser d'autres stratégies, plus élégantes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Petit mais costaud ====&lt;br /&gt;
Formez un petit noyau d'unités de haut niveau. Rappelez des combattants pendant un ou deux tours, puis déplacez votre noyau d'élite en position serrée, composé pour la plupart d'unités de niveau 2 et de quelques unités de niveau 3 pour protéger les flancs ou agir pendant les 2-3 tours décisifs. Grâce à cette stratégie, vous aurez besoin de moins de villages pour gagner de l'argent, et serez donc moins occupé à vous en emparer.&lt;br /&gt;
&lt;br /&gt;
N'oubliez pas de recruter des unités de niveau 1 pour absorber les premières attaques portées par l'ennemi, ainsi que pour feinter ou garder des villages mineurs. Permettez aux survivants d'achever les unités ennemies en mauvais état au cas où il faudrait remplacer un membre de votre noyau d'élite ayant fait l'ultime sacrifice. Autrement dit, étant donné que vos unités améliorées ont des chances de mourir, vous devez améliorer d'autres unités pour prendre la relève.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Préservez vos points de vie ====&lt;br /&gt;
Les points de vie sont la seule ressource non-renouvelable de l'unité.&lt;br /&gt;
Choisissez donc l'attaque dans laquelle vous subissez le moins de dégâts, non celle qui en inflige le plus.&lt;br /&gt;
Par exemple, supposons que vous attaquiez une unité ennemie ayant 6-3 au corps-à-corps, et pas d'attaque à distance. Votre unité a 4-4 au corps-à-corps et 3-3 en attaque à distance.&lt;br /&gt;
Considérez attentivement la situation.&lt;br /&gt;
Devez-vous tuer cette unité ce tour-ci?&lt;br /&gt;
Est-elle stationnée dans un village ou à proximité d'un guérisseur?&lt;br /&gt;
N'acceptez pas automatiquement le choix de l'ordinateur (c'est tout simplement l'attaque susceptible d'infliger un maximum de dégâts, sans tenir compte de combien vous en recevez).&lt;br /&gt;
&lt;br /&gt;
Rappelez-vous qu'une unité prenant un niveau récupère tous ses points de vie.&lt;br /&gt;
&lt;br /&gt;
Enfin, l'attaque d'un héros ennemi, surtout dans un château, est une décision onéreuse, même en utilisant des attaques magiques. Attendez-vous à perdre des unités si vous voulez voir disparaître ses points de vie.&lt;br /&gt;
&lt;br /&gt;
==== Profitez du passage au niveau supérieur ====&lt;br /&gt;
Lorsque vous faites le ménage à la fin d'un scénario, essayez de répartir l'expérience de telle façon que plusieurs unités soient proches de leur niveau suivant. Il est préférable de commencer le scénario suivant en rappelant des unités de faible niveau prêtes à passer au niveau supérieur plutôt qu'en rappelant ces mêmes unités avec un niveau de plus. Ainsi, vous économisez une pièce d'or pour chaque tour entre le rappel de l'unité et son passage au niveau supérieur. Vous pouvez aussi lancer vos unités (accompagnées de chair à canon) dans le premier assaut en espérant qu'elles prendront leur niveau, récupérant ainsi leurs points de vie et devenant par là même de meilleurs combattants. En utilisant tout le potentiel du passage à niveau, vous pouvez considérablement augmenter vos chances de finir rapidement les scénarios sans perdre d'unités.&lt;br /&gt;
&lt;br /&gt;
Notez que toutes les unités ont un niveau maximum au-delà duquel elles ne se régénèrent plus en remplissant leur jauge d'expérience. Sachez quelles unités ont atteint leur niveau maximum pour ne pas en voir une mourir alors que vous pensiez la voir récupérer tous ses points de vie.&lt;br /&gt;
&lt;br /&gt;
==== Le principe de la pointe de lance - un pari risqué ====&lt;br /&gt;
Il est improbable qu'un bâton pénètre une défense quelle qu'elle soit - sa puissance est répartie sur une surface trop grande. Mais une lance pointue peut percer des défenses beaucoup plus faciement, car sa puissance est concentrée en un seul point. Cela s'applique aussi à un niveau stratégique: dans beaucoup de circonstances (pas toutes), il est plus utile d'infliger d'importants dégâts sur une petite portion de ligne ennemie plutôt que d'éparpiller vos forces pour attaquer partout en même temps.&lt;br /&gt;
&lt;br /&gt;
Cela peut supposer beaucoup plus d'anticipation qu'il n'y paraît. Etudiez bien le champ de bataille et le déploiement ennemi avant de tenter une percée. Ensuite, quand l'heure du jour vous est favorable (ou défavorable à l'ennemi, si vos unités sont neutres), attaquez rapidement, en déplaçant autant d'unités &amp;quot;lourdes&amp;quot; dans la plus petite zone possible (c'est une variante de la manoeuvre sur position centrale de Napoléon, citée plus haut). Soyez attentif au terrain pour décider où l'attaque va porter.&lt;br /&gt;
&lt;br /&gt;
Si vous avez les hommes, vous devriez essayer d'encercler toute la zone par des troupes légères, rapides et de second rôle - il n'est pas nécessaire qu'elles combattent, vous devriez juste essayer d'obtenir le contrôle de la zone périphérique autour du théâtre que vous aurez choisi. Après cela, votre objectif est simple: balayer toute les unités ennemies dans la zone avant que la phase du jour ne change. Ne laissez aucune unité s'échapper, car elle irait se soigner dans un village avant de revenir au combat. Quand la phase du jour commence à changer, ou avant si vous avez déjà détruit votre cible, déplacez toutes vos forces (hormis les éclaireurs), remontant la ligne ennemie afin d'anéantir l'un des flancs. Utilisez les éclaireurs pour harceler l'autre flanc ou bloquer le passage, en attendant que votre force principale arrive et les écrase.&lt;br /&gt;
&lt;br /&gt;
Avec une tactique solide et une chance mesurée, vous avez à présent détruit le gros de l'armée adverse et n'avez que peu de pertes de votre côté. Plusieurs unités sont susceptibles de prendre un niveau dans l'opération. Ces troupes, ainsi que les unités en passe de monter au niveau supérieur, pourraient ensuite être utilisées pour traquer et abattre le héros ennemi et les forces qu'il lui reste.&lt;br /&gt;
&lt;br /&gt;
Attention, il s'agit toutefois d'une stratégie riquée. Si vous êtes malchanceux, mal préparé, ou si votre ennemi entreprend une contre-offensive musclée, il est probable que vos unités seront paralisées et lentement balayées. Pire, ellse peuvent être encerclées par des éclaireurs pendant que la majeure partie de l'armée adverse vous contourne pour tuer votre meneur. Ce genre de tactique peut vous faire gagner la partie en quelques tours; mais vous pouvez perdre aussi faciement, si vous vous y prenez mal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Aptitude des armes ===&lt;br /&gt;
==== coup dans le dos ====&lt;br /&gt;
&lt;br /&gt;
{{Quote|&lt;br /&gt;
|quote=&amp;quot;Les voleurs sont lestes et furtifs, ce qui les rend difficiles à toucher. Capables de porter des coups dans le dos, les voleurs doublent leurs dégâts quand ils attaquent un ennemi coincé entre un allié du voleur et celui-ci. Les voleurs se battent mieux de jour que de nuit en raison de leur penchant chaotique.&amp;quot;&lt;br /&gt;
|source= description du voleur&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
Les assassins, horreurs noctures, brigands, ombres et voleurs peuvent frapper dans le dos.&lt;br /&gt;
Un voleur coûte 12 pièces d'or et son attaque de base est 4-3. Mais en frappant dans le dos, il inflige 8-3, impressionnant puisque cela équivaut à l'attaque de la plupart des unités de niveau 2.&lt;br /&gt;
Frapper dans le dos de nuit avec un voleur fort inflige 12-3.&lt;br /&gt;
Après 24 points d'expérience, il se transforme en bandit, qui inflige 6-3 de base...&lt;br /&gt;
&lt;br /&gt;
Vous n'êtes pas obligés d'attaquer avec une autre unité pour gagner le bonus &amp;quot;coup dans le dos&amp;quot; -- il suffit juste qu'il y ait une unité sur le côté opposé de l'ennemi.&lt;br /&gt;
L'allié pourra même se déplacer après ce coup, pourvu qu'il n'ait pas épuisé sa jauge de mouvement en se déplaçant dans la Zone de Contrôle ennemie ce tour.&lt;br /&gt;
Les voleurs fonctionnent bien par paires contre les unités faibles ou isolées.&lt;br /&gt;
Ils peuvent entourer une unité et l'attaquer tour après tour.&lt;br /&gt;
&lt;br /&gt;
Il est souvent efficace d'utiliser les unités ayant cette capacité par paires, car alors chacune donne son bonus à l'autre. C'est tout particulièrement puissant avec des ombres, en raison de leur mouvement considérable. Gardez une ou deux paires sur vos flancs, embusquées contre les éclaireurs isolés et les pilleurs de villages.&lt;br /&gt;
&lt;br /&gt;
==== Ralentissement ====&lt;br /&gt;
Les chamans, lents, faibles, et d'une puissance de feu limitée, doivent être utilisés avec prudence, mais il ne faut pas se passer de leur compétence offensive pour autant.&lt;br /&gt;
Beaucoup d'ennemis tels que les Trolls (sans parler des Guerriers trolls!), les grognards orcs ou les cavaliers ont deux puissantes attaques.&lt;br /&gt;
Vous pouvez les paralyser pendant un tour en les ralentissant, ce qui permet de diviser par deux leurs dégâts.&lt;br /&gt;
&lt;br /&gt;
Évidemment, cette tactique vaut encore davantage pour vos unités de haut niveau: druides, nymphes ou pillards gobelins.&lt;br /&gt;
&lt;br /&gt;
Vous pouvez également conserver une telle unité dans votre force d'attaque pour ralentir un ennemi cherchant à s'enfuir, ou entraver leurs attaques au début de votre assaut pour ensuite envoyer vos guerriers qui ne prendront que la moitié des dégâts normalement infligés.&lt;br /&gt;
&lt;br /&gt;
==== Soins et guérisons ====&lt;br /&gt;
Déplacez vos soigneurs par deux pour conserver la liberté de les utiliser en combat quand cela vous semble approprié sans devoir ensuite vous soigner dans un village. Rappelez-vous la différence entre guérir et soigner. Positionnez vos meilleurs soigneurs là où vous en avez le plus besoin.&lt;br /&gt;
&lt;br /&gt;
N'oubliez pas qu'avec une unité guérisseuse dans les parages, vous n'avez rien à craindre du poison.&lt;br /&gt;
Les fléchettes de l'assassin ne représentent une menaces sérieuse que si elles empoisonnent une unité sans soutien.&lt;br /&gt;
Votre druide ou mage blanc guériront le poison avant qu'il n'ait eu le temps d'agir (mais ils ne peuvent enlever le poison et guérir les points de vie d'une unité dans le même tour. Ils peuvent guérir le poison de chaque unité adjacente, quel que soit le nombre de blessés à soigner.&lt;br /&gt;
&lt;br /&gt;
==== Poison ====&lt;br /&gt;
&lt;br /&gt;
Si vous utilisez des unités empoisonneuses (Goules, Assassins orcs, Assassins), essayez d'empoisonner un maximum d'ennemis plutôt que de concentrer vos attaques sur une seule unité. Les unités déjà empoisonnées ne doivent pas non plus être une priorité pour vos autres unités, à moins de pouvoir les tuer d'un coup.&lt;br /&gt;
&lt;br /&gt;
Ne sous-estimez pas l'utilité du poison contre les unités ayant la capacité de régénération, ou celles dans un village ou près d'un guérisseur. Si la guérison annule le poison, elle ne peut pas restituer des points de vie dans le même temps. Des empoisonnements répétés peuvent empêcher ces unités (souvent solides ou difficiles à toucher) de se régénérer, permettant ainsi à vos forces de les réduire en morceaux.&lt;br /&gt;
&lt;br /&gt;
Contre des unités ayant une défense élévée, le poison est d'une aide certaine pour les affaiblir, puisque vous n'avez à les toucher qu'une fois pour qu'ils subissent des dégâts chaque tour jusqu'à guérison. Ceci intervient indépendamment du nombre de fois où vous les touchez ou combien vous leur infligez par attaque. Une fois qu'ils sont affaiblis, une frappe chanceuse suffit pour les tuer.&lt;br /&gt;
&lt;br /&gt;
Pensez aussi à empoisonner des unités loyales à la fin d'une nuit d'attaques par des unités chaotiques. Il est risqué de poursuivre des unités chaotiques avec des unités loyales empoisonnées pendant la journée. Cela pourrait obliger l'ennemi à battre en retraite et donc à perdre sa chance d'attaquer durant l'heure de la journée qui lui est la plus favorable.&lt;br /&gt;
&lt;br /&gt;
==== Déferlement ====&lt;br /&gt;
&lt;br /&gt;
Si l'attaque d'une unité est caractérisée par « déferlement », son nombre d'attaques par tour est défini par le rapport entre ses points de vie actuels et son maximum de points de vie. Par exemple, si l'unité en question ne possède que 3/4 de son maximum de points de vie, elle ne portera que 3/4 de son nombre maximum d'attaques. Cela n'a pas d'effet sur les dégâts faits par attaque.&lt;br /&gt;
&lt;br /&gt;
Si vous possédez une telle créature, votre priorité doit être de la garder en bonne santé. Si vous y êtes confronté, la meilleure idée constitue à l'empoisonner puis à l'éviter, étant donné que « déferlement » concerne davantage les unités de haut niveau. Le ralentissement (voir plus haut) de ces unités est très efficace car il réduit leur mouvement de moitié. Par conséquent, ces unités seront plus faciles à éviter pendant que le poison agit. Une fois en mauvaise santé, revenez pour porter le coup fatal.&lt;br /&gt;
&lt;br /&gt;
(From the manual - Henkutsu_tama)&lt;br /&gt;
&lt;br /&gt;
=== Recrutement ===&lt;br /&gt;
&lt;br /&gt;
Rappelez-vous que votre meneur peut recruter des unités sur n'importe quel hexagone « donjon », pas seulement celui sur lequel vous commencez. Si vous avez deux ennemis, et que l'un est beaucoup plus loin de vous que l'autre (comme dans « Le Siège d'Elensefar »), vous devriez recruter un nombre d'unités suffisant pour défaire le premier meneur ennemi (voire bloquer l'avancée du front du deuxième ennemi) puis déplacer votre meneur sur le donjon de l'ennemi tué et recruter les unités nécessaires à la défaite de l'adversaire restant. Cela vous permettra d'économiser de l'argent sur le long terme et de garder votre meneur à portée de l'action de telle manière qu'il prendra plus vite son niveau.&lt;br /&gt;
&lt;br /&gt;
Si vous êtes confronté à plusieurs ennemis aux armées très différentes, concentrez-vous d'abord sur le plus faible, ou alors sur celui possédant les ressources potentielles les plus élevées. Déplacez votre meneur en même temps que vos troupes et utilisez le château ennemi que vous aurez récemment nettoyé comme votre base principale. Cela offre en plus l'avantage de protéger votre meneur, souvent la cible des troupes ennemies. Ainsi, vous ne devrez plus recruter d'unités uniquement destinées à le protéger pendant que votre force principale est engagée ailleurs. Au final, cela vous permet une belle économie. De telles tactiques sont essentielles sur des cartes avec un grand nombre d'adversaires, par exemple contre l'IA sur la carte multijoueurs « Portes des Nains ».&lt;br /&gt;
&lt;br /&gt;
==== Réfléchissez au placement de vos unités ====&lt;br /&gt;
Placez vos unités manuellement.&lt;br /&gt;
Choisissez le meilleur hexagone du château pour votre unité en cliquant dessus avant de la recruter (ou de la rappeler). Ainsi, vous pourrez capturer un village un tour plus tôt ou déplacer des unités sur des cases vitales de la carte avant votre adversaire.&lt;br /&gt;
&lt;br /&gt;
Dans les cartes où la sortie de votre château s'effectue par un couloir étroit (comme dans la Baie des perles ou certaines des cartes souterraines aléatoires de l'Héritier du trône), alternez entre le recrutement/rappel d'une unité lente et d'une unité rapide.&lt;br /&gt;
Les paires ainsi créées pourront utiliser tout leur potentiel de mouvement sans se gêner l'une l'autre. Recrutez par exemple un guerrier elfe puis un cavalier, voire un guerrier elfe puis un archer elfe.&lt;br /&gt;
&lt;br /&gt;
====  Choix des unités  ====&lt;br /&gt;
* Certaines unités, comme les grognard orcs ou les cavaliers, n'ont pas d'attaque à distance. Tournez la situation à votre avantage en recrutant des unités polyvalentes, comme les rôdeurs elfes, qui disposent d'attaques au corps à corps et à distance. Ainsi, votre adversaire sera impuissant lorsque vous attaquerez, et vous ne serez pas désavantagé lorsque vous défendrez. C'est aussi valable pour les unités ne disposant pas d'attaque de corps à corps, comme les adeptes des ténèbres.&lt;br /&gt;
* Quand la bataille fait rage, utilisez des unités rapides (vos éclaireurs) pour distraire l'ennemi en vous faufilant derrière ses troupes pour vous emparer de ses villages, tarissant de ce fait son approvisionnement en or, et l'obligeant parfois même à diviser son armée.&lt;br /&gt;
* Si une bataille se déroule sur une rivière ou dans un col étroit, il peut être avantageux d'utiliser des unités tirailleuses telles que les duellistes pour traverser la rivière facilement et encercler votre adversaire. Vous pouvez également utiliser des unités volantes comme les griffons sur des cases « eau peu profonde » sans être trop désavantagé.&lt;br /&gt;
* Si vous avez à couvrir une large distance en eau peu profonde, en montagne, sur un sol caverneux ou sur tout autre terrain difficile, utilisez des unités dont le mouvement est divisible par leur mouvement sur lesdits terrains afin de ne pas gâcher de points de mouvement. Par exemple, si votre unité nécessite trois points de mouvement pour se déplacer d'une case dans l'eau, faites en sorte que l'unité ait trois, six ou neuf points de mouvement. Rappeler des unités dotées de la capacité « rapide » peut vous aider à y parvenir. Si vous rappelez une unité ayant 5 points de mouvement, elle ne pourra se déplacer que d'un hexagone sur un terrain qui requière trois points de mouvement, là où une même unité ayant six points de mouvement ne se déplacera que de deux hexagones.&lt;br /&gt;
* Les guerriers elfes et autres unités du même genre peuvent être créés en masse à un faible coût. Ayant des attaques au corps à corps et à distance décentes, elles sont souvent bien adaptées pour le combat au front, car elles infligeront des dégâts quels que soient leurs adversaires. Une première ligne de cavaliers, au contraire, est peu raisonnable pour tenir une position, car ils sont chers, ils succombent rapidement aux traits ennemis et ils n'auront probablement jamais l'opportunité de contre-attaquer.&lt;br /&gt;
&lt;br /&gt;
=== Connaissance du champ de bataille ===&lt;br /&gt;
&lt;br /&gt;
==== Reconnaissance - Appréhendez la carte ====&lt;br /&gt;
Si l'attaque est fonction de l'heure de la journée, la défense est en revanche régie par le terrain. Commencez par chercher tous les châteaux et regardez le type de terrain qui les entoure. Si la carte est recouverte d'un voile, envoyez deux ou trois éclaireurs pour localiser les châteaux. C'est aussi souvent utile dans du brouillard de guerre, car vous pouvez alors connaître la faction jouée par l'ennemi (si vous l'ignoriez) et comment son château est protégé. Veillez à en recruter d'autres quand les premiers éclaireurs mourront. Les renseignements qu'ils fournissent valent souvent plus que leur coût.&lt;br /&gt;
&lt;br /&gt;
==== Surveillance - Étudiez le terrain ====&lt;br /&gt;
Estimez la taille de chaque sorte de terrain et retenez les plus importants. Cela influe le choix des unités et leur efficacité globale. Ensuite, analysez le terrain le plus présent pour voir s'il est réparti de manière homogène, éparpillé ou concentré en grandes zones. Déterminez quel terrain vous voulez éviter et pourquoi. Les montagnes et eaux profondes pénalisent la plupart des unités. Elles servent de mur que votre adversaire peut utiliser pour vous piéger. Évidemment, vous pouvez faire la même chose. Si vous avez économisé une partie de votre argent de départ, vous pouvez décider quelles unités pourront intervenir en renfort hors des terrains les plus abondants.&lt;br /&gt;
&lt;br /&gt;
==== Transport - Repérez les chemins ====&lt;br /&gt;
Essayez de relier mentalement les zones de terrain avantageuses en partant de la position de vos unités (ou de votre château au début de la partie) par rapport aux châteaux ennemis ''et'' alliés. Utilisez les villages éparpillés entre votre objectif et vous pour influencer la route à prendre, surtout si vous ne pouvez pas recruter d'unités guérisseuses. Décidez quel terrain vous est le plus favorable et lequel est le moins favorable pour votre ennemi. Si votre but est d'atteindre un objet ou un hexagone, procédez de la même manière.&lt;br /&gt;
&lt;br /&gt;
Si une route se révèle ardue, changez-en. Apprenez quelles routes conviennent mieux à quelles unités et prévoyez un point de ralliement pour regrouper vos unités. Amenez votre adversaire à essayer de deviner constamment vos prochaines actions. En empruntant plusieurs routes adjacentes pour atteindre un objectif, vos adversaires auront plus de mal à enrayer votre progression. Dans certains cas, il est plus simple d'envoyer votre force principale directement sur la cible et d'utiliser des unités rapides pour la contourner et ainsi la prendre en étau.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Particularités - Décelez les pièges ====&lt;br /&gt;
Localisez les emplacements où le terrain défavorable est coincé entre deux bandes de terrain favorable les plus proches possibles. Voici des positions défensives vous permettant de tendre une embuscade aux adversaires en approche (avec ou sans voleur) et de fournir une protection pour vos alliés. Il arrive que le terrain forme un passage rapide à traverser pour les unités. Vérifiez s'il vous faut moins de tours pour contourner un terrain difficile ou pour le traverser. En terrain difficile, il devient plus ardu d'encercler des unités pour les immobiliser, aussi amenez-les plutôt vers un terrain plus propice (en vous servant de la Zone de Contrôle, voir plus bas) pour les y encerlez.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Distance - Surveillez l'heure ====&lt;/div&gt;</summary>
		<author><name>Krotop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=AdvancedTactics&amp;diff=20995</id>
		<title>AdvancedTactics</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=AdvancedTactics&amp;diff=20995"/>
		<updated>2008-01-20T12:32:55Z</updated>

		<summary type="html">&lt;p&gt;Krotop: /* Backstab */&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;
==== Fight unfair ====&lt;br /&gt;
From Sun Tsu 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;
Napoleon was especially skilled at maneuvering his forces so as to gain an&lt;br /&gt;
advantage even when outnumbered. By attacking his enemy in the center, 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 favorable 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 leveling 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 favorable time of day, you can quickly achieve victory&lt;br /&gt;
with an all-out assault. If the enemy is clearly weaker then 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 leveled units are expected to die,&lt;br /&gt;
you need to level up new units to replace them.&lt;br /&gt;
&lt;br /&gt;
==== Hit Point Conservation ====&lt;br /&gt;
Hit points are a unit's 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.&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;
Note that all units have a maximum level after which they no longer regenerate when hitting their experience limit.  Know which units are at their maximum level so you do not get one killed when expecting a HP regeneration that does not happen.&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 arount 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;
&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;
* [[PlayingUndead]]&lt;br /&gt;
* [[BestForumStrategies]]&lt;br /&gt;
* [[CampaignStrategies]]&lt;br /&gt;
* [[Advanced Tactics (Russian)]]&lt;br /&gt;
* [[Advanced Tactics (French)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Krotop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=How_to_play_Undead&amp;diff=20948</id>
		<title>How to play Undead</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=How_to_play_Undead&amp;diff=20948"/>
		<updated>2008-01-19T12:09:56Z</updated>

		<summary type="html">&lt;p&gt;Krotop: /* General Undead Strategies: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Undead Strategies:==&lt;br /&gt;
As a style of personal preference, I enjoy using the massive damage dealing Dark Adepts en masse. The most dreadful attacker of the Undead is also the most pitiful defender, being the only unit in Default to have no melee weapon. Because of this you'll need a good mix of Skeletons, Adepts, and support units.&lt;br /&gt;
&lt;br /&gt;
A safe first turn recruit against Random would have 1 skeleton, 1 Adept, 1 Ghost, 1 ghoul and a couple more units. When you see what your opponent has, go to the appropriate section below.&lt;br /&gt;
&lt;br /&gt;
The biggest aspect of Undead that you'll have to become comfortable with is almost overextending yourself at night. Your damage is so high that even Northerners can't keep up except with having more units. You'll make your first attacks with Adepts usually so that you can protect them with your advancing forces that take the place of the units they defeat. Skeletons do this best, usually, as they are your heaviest melee hitter, and at night there isn't a single level 1 unit that can take them out in one attack.&lt;br /&gt;
&lt;br /&gt;
In order to get the most for your money, you should attack as dusk breaks - especially if you're second player. You'll begin your attack and your opponent will have to counter at night. If your opponent is lawful, the right time to leave the attack can be tricky. Otherwise simply retreat as night is ending. Against lawful units you may want an extra turn to get space between the two of you.&lt;br /&gt;
&lt;br /&gt;
Since Undead have major resistance strengths and weaknesses every opponent will have a specific plan to counter you. This will consist of Fire and Impact units. It just so happens that Adepts are best at countering these units whether it be defensively against Fire units or offensively against Impact units. A good note is that Ghouls have 10% Fire resistance and no Impact vulnerability. They are a good defensive unit to use on villages for the most part.&lt;br /&gt;
&lt;br /&gt;
==Undead versus Drakes:==&lt;br /&gt;
Possibly the deadliest matchup in Wesnoth, this game will result in lots of casualties, and very quickly. Both factions are incredibly offensive and of opposite alignment. Skeletons are weak to Fire, Adepts to melee, and Drakes are weak to Pierce and Cold. Basically, whoever is left standing wins.&lt;br /&gt;
&lt;br /&gt;
'''Skeleton''': You'll want these guys if Saurians become a problem. Otherwise, you should invest in Skeletal Archers if you want the Blade and Pierce resistance.&lt;br /&gt;
&lt;br /&gt;
'''Skeleton Archer''': 14 gold, 5-3 ranged Pierce against Drakes during day in defense, and great resists to their melee attacks, this is a great unit choice against Drakes. Your army should have a couple of these.&lt;br /&gt;
&lt;br /&gt;
'''Walking Corpse''': Do not recruit this unit when fighting Drakes.&lt;br /&gt;
&lt;br /&gt;
'''Vampire Bat''': Do not recruit this unit when fighting Drakes unless the map requires a quick scout for water areas and village grabbing. Usually a Ghost will be enough of a scout unit that combines with Cold ranged and melee.&lt;br /&gt;
&lt;br /&gt;
'''Ghoul''': Very limited in it's usefulness against Drakes as they have so much hp and can easily fly back to towns to heal, your money is better spent.&lt;br /&gt;
&lt;br /&gt;
'''Dark Adept''': The meat of your army will be this unit. Doing 12-2 damage to Drakes during daytime makes them an obvious choice, and at night you will get an incredible 17-2 magical with a 16 gold level 1 unit. Recruit lots of these, but not so many that you can't cover them with other units. Clashers will literally eat these guys during the day, as will Drake Fighters. Beware of Skirmishers at night, as they are the best counter agsint these guys. Like I said, if Skirmishers become a problem, bring a Skeleton with you to chop them up.&lt;br /&gt;
&lt;br /&gt;
'''Ghost''': A decent buy for early grabbing and for scouting, but for Cold damage Adepts are better. Ghosts die easily in the day, but having the mobility at night can prove quite useful. Don't recruit more than 1 early, or you'll be burned to death very quickly.&lt;br /&gt;
&lt;br /&gt;
A good first turn recruit would consist of a Skeleton Archer, a Ghost, 2 Adepts, and perhaps a Skeleton with more Archers and Adepts to be recruited later. Don't shy away from the fact that you'll have to freeze Drakes into submission. Use Adepts on Burners and Archers on other Drakes, but always finish what you start - don't leave Drakes hanging around until daytime because they will put a hurt on. It's better to kill 1 Drake than to hurt 2. If Saurians do skirmish in behind you, use Adepts on them to finish them quickly if no Skeletons are around. They are weak to Cold and they do cost 15 gold. If you end up not killing a Drake with that Adept then he at least earned his cost by killing that one unit.&lt;br /&gt;
&lt;br /&gt;
In defense, put Skeleton Archers on towns, and keep your Ghost(s) away from the front line. a Burner can tear them apart and any flyer can come in to help if they need to. Don't be afraid to use Adepts to counter even in day, but don't attack Burners with them at this time; they'll do too much damage in return, so focus on killing Clasher and Fighters during the day.&lt;br /&gt;
&lt;br /&gt;
==Undead versus Loyalists:==&lt;br /&gt;
Like Drakes, there will be a heavy day/night push and pull. Ghosts will be more effective here as the Loyalists are less mobile and have less Fire. Loyalists are the most versatile faction, so you'll need to be prepared to handle anything.&lt;br /&gt;
&lt;br /&gt;
'''Skeleton''': A good staple unit. Use this to hack up any unit except HI. You'll do equal damage to Spearmen in day and everyone else is cake.&lt;br /&gt;
&lt;br /&gt;
'''Skeleton Archer''': Another good unit to have 1 or 2 of. Mix and match your skeletons, or just use one brand. Recruit these if your opponent has mounted units - especially Cold resistant Cavalry. These guys are useful against most other Loyalist units as well, and do decent return damage to Mages at dawn/dusk. Keep them far from HI unless you can finish them that turn.&lt;br /&gt;
&lt;br /&gt;
'''Walking Corpse''': These guys may be useful, but money on heavier hitters is money better spent. These guys are best used to clean up a mess you don't want to waste a Skeleton or Dark Adept on.&lt;br /&gt;
&lt;br /&gt;
'''Vampire Bat''': Don't recruit this unit when fighting Loyalists unless you need a scout unit to cross water to gather villages quickly. For 7 more gold you can get a Ghost who is a great frontline unit if your opponent has no Mages in range.&lt;br /&gt;
&lt;br /&gt;
'''Ghoul''': Useful to hold villages and scare off high hp units. Does your opponent have too many HI to kill in one turn? Poison one and make sure you kill the rest. This guy resists everything except Impact (and obviously Holy) just a little bit, so he can be a nice damage soaker - especially if your opponent focuses on melee.&lt;br /&gt;
&lt;br /&gt;
'''Dark Adept''': Again, your meat. Not as much as with Drakes, but you'll want these guys near your front line at all times to counter-attack HI and to knock out the high defense Fencers. Mermen will resist you 20%, but you will cut through their high defense as well. At night these guys are killers, plain and simple. Go for HI and Horsemen first, then any other non-Cavalry units - the more expensive the better. Even using Adepts on Mages is smart at night if you're low on Skeletons.&lt;br /&gt;
&lt;br /&gt;
'''Ghost''': Get one and probably no more than that. Mages can kill this unit alone in day, and the 20 gold is far too much to waste. Their Drain ability makes them good attackers of Spearmen, as their Firststrike ability actually works against them. Usually you'll want to ranged attack HI or melee Mages, but keep in mid that your nighttime Drain + 50% defense + good resists means you'll usually go unscathed in melee at night.&lt;br /&gt;
&lt;br /&gt;
A good first turn recruit would consist of a Gost for grabbing, an Adept or two, a combination of 2 or 3 Skeletons + Archers, and perhaps a Ghoul depending on how you want to play it.&lt;br /&gt;
&lt;br /&gt;
If your opponent has no HI then your nighttime attack plan is simple: lead with Adepts to freeze everything out of your path and then cover them with your skeleton units. Again, don't be afraid to freeze Mages at night, as 12-2 will kill 2 out 6 Mages (based on hp they get from traits), and they will only deal 5-3 back, or 5-1 if you kill them. Doing this is a coin-flip though, so judge accordingly.&lt;br /&gt;
&lt;br /&gt;
If your opponent has HI, and has them in front, same game plan, just freeze the HI exclusively. They are the only unit weak to Cold in their army, it is their only weakness that you can exploit, and they have the most hp (tied). The math is simple. You must use Cold - preferably from Adepts - to kill these guys. After they're down, advance as before.&lt;br /&gt;
&lt;br /&gt;
If your opponent has HI in the back, bust your way through wil what units you have. If you can't reach them with your Adepts at the end, blast whatever the hell you can, because you have to apply their damage somewhere. Even if you hang them out to dry in the front lines, all Loyalists get -25% damage at night, so they're a lot safer than you may think. Do keep them covered if you left any Horsemen alive though, which you shouldn't, as they are a high priority kill.&lt;br /&gt;
&lt;br /&gt;
In defense: leave Skeleton Archers in front. They will resist all damage other than from Mages and HI, and they will do some damage back to Mages (in addition to being your cheapest fighting unit). If HI are coming your way put a Ghoul up front. If your opponent only recruits HI and Mages, recruit only DAs, Ghouls, and Skeletons. Skeles kill Mages, DAs kill HI, Ghouls defend.&lt;br /&gt;
&lt;br /&gt;
==Undead versus Undead:==&lt;br /&gt;
This matchup is no longer as boring as it was before. Most of your units are undead, making most of them vulnerable to the arcane damage by dark adepts and ghosts. Ghouls in this matchup are less useful for their poison; their resistance to blade, cold, arcane and pierce makes them your tank of sorts, but vulnerable to walking corpses. In general, use a combination of ranged and or walking corpses to kill ghouls, and ghosts and dark adepts to kill all arcane-vulnerable units.&lt;br /&gt;
&lt;br /&gt;
'''Dark Adept''': Your most important unit. Get a lot of these. At night, 1 unit can kill ghosts and walking corpses. 2 of these have a good chance of killing all skeleton units. However, they are vulnerable to all other units' melee attacks. Protect them well.&lt;br /&gt;
&lt;br /&gt;
'''Ghoul''': This unit is important, not for its damage, but for its range of resistances; it has no resistances to only impact. Use these to protect your dark adepts from all other melee units. Do remember that ghouls are only 10% resistant to blade, and still vulnerable to skeletons at night. When possible, poison opponents' dark adepts, as it will make him/her consider pulling back to heal.&lt;br /&gt;
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'''Skeleton''': Basically, get a bunch of this guy. He will kill WCs that come after him, he will easily take yout Ghosts and Ghouls, and Adepts don't stand a chance. The only real threeats to this guy will be Skeletons and Archers - Archers only because they will deal a decent 4-2 in melee and 4-3 in ranged to you where you will do 6-3 melee to them at night.&lt;br /&gt;
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'''Skeleton Archer''': If you get one of these, he can be useful. You can pick at both Skeletons and WCs, and Adepts will deal you almost no damage in return, so they can deal decent damage (comparitively) to any unit. Don't recruit many though, or else WCs will be your demise.&lt;br /&gt;
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'''Walking Corpse''': Use these freebies to beat up Archers, to turn Adepts to your side - if you play it right - and to finish Skeletons who are on bad terrain. In the Zombie v. Skelton matchup, the Skeleton wins unless he has a bow. They are free though, and are great for stopping village stealing, especially at day. After your first wave you might want to buy these for a while to plug terrain and keep your upkeep low.&lt;br /&gt;
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'''Vampire Bat''': These guys can actually be used to village snatch from your opponent, but they lack ZOC and their Drain ability only makes them good to attack Adepts. They will die, and quickly, if you allow them to get in range of your opponents land forces. His Cold resistance will keep him safe from Ghosts, and other bats shouldn't be able to kill you either.&lt;br /&gt;
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'''Ghoul''': More worthless than the Bat. An absolute no. Get Skeletons instead.&lt;br /&gt;
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'''Ghost''': At 20g, the Ghost's Cold damage isn't really worth the price. Get Bats to scout and if you need Cold, get Adepts. Otherwise, Skeltongs and Archers are better in battle.&lt;br /&gt;
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A good first turn recruit would be 2 Skeletons, 1 Archer, 1 or 2 Zombies, and a Bat for grabbing. More Skeletons or Archers instead of WCs is also good. Get Adepts later as you'll only need them against WCs, and they have a 50% chance to get Quick - unlike your other forces.&lt;br /&gt;
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Basically, get on the best terrain you can and slug it out. Skeles on Ghosts, WCs on Archers, do whatever advantageous damage you can when you can and however you can, as long as you don't give up a counter-attack where the opponent has the better odds.&lt;br /&gt;
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Continue to bash your opponents as you recruit more and more Skeletons and Archers with WCs and Adepts thrown in appropriately for Archers and WCs respectively.&lt;br /&gt;
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==Undead versus Northerners:==&lt;br /&gt;
An interesting battle as both factions are Chaotic. You'll deal more damage at night, so you should usually be the aggressor at this time. You'll be facing a lot of Whelps and Archers most likely, with maybe some Grunts and other units sparsed in.&lt;br /&gt;
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'''Skeleton''': Good for taking out any units except Whelps, you'll want to have a couple of these guys in your front line.&lt;br /&gt;
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'''Skeleton Archer''': These guys are less deadly than Skeletons and fall faster to Whelps (they do less return damage). They are a good choice if your opponent recruits Grunts and Spearmen though.&lt;br /&gt;
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'''Walking Corpse''': These guys may be useful as they deal Impact damage that will go around Whelp resistancies. Having 1 or 2 of these may prove useful if you can effectively use them to shield your attacking forces or to spawn more allies.&lt;br /&gt;
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'''Vampire Bat''': If you need a scout, the Ghost is a far better choice against Northerners. Only the Archer has a decent chance of killing a Ghost whereas a simple Grunt can walk of and cut down a Bat. Grunts are also cheaper than Bats. Don't recruit this unit.&lt;br /&gt;
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'''Ghoul''': A good unit to use against Northerners. Their focus on melee wil make nearly every unit that attacks you subject to Poison. With 10% resistance to Blade and Fire they will survive long enough to Poison enough units to be a menace. Having 1 or 2 of this guy will be enough.&lt;br /&gt;
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'''Dark Adept''': This guy just kills things. He is your Whelp killing instrument as Whelps will resist your Blade and Pierce attacks 20%. Adepts are good to use against any unit though, as every unit other than the Archer has no significant ranged attack. You'll want several of these in your army, but make sure that they have protection from Grunts and Whelps in both attack and defense.&lt;br /&gt;
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'''Ghost''': A great unit to have. Only Archers can reliably take this unit out. His cost is high - especially when compared to the cost of Northerners, but his ability to survive - especially on a village - will make him a thorn in your opponents side. You should be able to see where your opponents archers are, so stay away from them. Use his ranged attack to assist you in killing melee units so that you don't run into a situation of bad luck getting you hurt.&lt;br /&gt;
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A good first turn recruit would consist of a Ghost, Skeleton, Ghoul, DA, and another DA, Ghost, or skeleton type. The Ghoul can also be exchanged for a damage dealer.&lt;br /&gt;
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Keep your Skeletons and Ghouls up front to deal return damage in defense and against counter-attacks. Ghouls are your best defensive weapon as they will Poison any who attack them, and Archers will need 4 hits with their Fire arrows at night to get you to 1hp.&lt;br /&gt;
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Use your DAs to tear through the otherwise hard-to-kill Whelps, and make sure to finish them as fast as possible, or at least Poison them, or you'll waste 8 damage a turn. If your opponent has any Nagas, punish them with your Adepts and Ghosts - you'll deal 120% damage.&lt;br /&gt;
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You'll want to press at night at defend at day as usual, but the reason may not be so clear as Northerners are also Chaotic. The reason is that Undead deal more damage per unit, but are also more expensive. At night your ability to quickly tear through units and finish them off is impressive. During the day it is not; if you cannot take out units in your attack you will be swarmed by larger numbers of Northerners that will trap and kill you. The Regeneration of Whelps becomes a much larger effect during the day as well. Because of these reasons you'll want to defend during the day and take out as many units as possible in each night-time attack.&lt;br /&gt;
&lt;br /&gt;
==Undead versus Rebels:==&lt;br /&gt;
You'll likely see a bunch of Woses and Mages in this battle as they are the best unit to deal damage to your forces. Because they are Lawful there will again be a strong day/night push. If your opponent does not recruit many of these units you shouldn't have much of a challenge ahead of you if you simply recruit Skeletons and Archers.&lt;br /&gt;
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'''Skeleton''': A necessity. These guys resist Blade and Pierce greatly - the 2 major weapons of Elves. These guys will also chop through Mages and are even good to kill Woses at night. Keep these guys away from Woses and Mages during the day.&lt;br /&gt;
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'''Skeleton Archer''': It's better to buy Skeletons than Archers here. Skeletons only cost 1g more but deal more damage on their primary attack and their Blade cuts through Wose resistancies as well as avoids magical return damage from the Mage. Don't recruit this guy unless your opponent recruits no Woses or Mages.&lt;br /&gt;
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'''Walking Corpse''': If you can turn 1 or 2 units to your side this unit has paid for himself. Recruit sparingly, though he can be quite useful against Mages if they are foolish enough to stay close after daytime.&lt;br /&gt;
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'''Vampire Bat''': Since the Ghost isn't the best bargain against Rebels, if you need a scout unit, the Bat should be your choice. Having more than 1 quickly leads to diminishing returns, so save your gold for units that can fight.&lt;br /&gt;
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'''Ghoul''': A decent unit to have 1 of. Fighting Woses at night he deals 5-3 plus prevents Regeneration and takes 10-2 in return. If you can't kill a Wose in one turn, hitting him with a Ghoul is a good idea. Also useful against any Elves that decide to entrench themselves in forest, this guy is a utility unit, not an en-masse unit. He does resist Fire at 10%, so of all your units to take hits from Mages, this is probably the one you want to do it on defense.&lt;br /&gt;
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'''Dark Adept''': Good for knocking out Elves in forest, the main reason you'll recruit this guy is to attack Woses without return damage. Showing no weakeness to Fire, the Adept can also kill Mages at night with his 12-2 attack suffering 5-3 in return (if he fails to kill). If your opponent's leader is a White Mage you'll want to recruit even more of these guys as they are your only unit that resists Holy damage and doesn't have a lopsided weakness to it. Good for several reasons, 1 or 2 of this guy is a must.&lt;br /&gt;
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'''Ghost''': The ranged specialist Rebels can take out this unit with relative ease; they can even kill it without Mages, though obviously that would be their first choice. Since Mermen and Woses resist Cold, and all other units have high defense or a strong ranged counter-attack, this unit isn't the best buy against Rebels.&lt;br /&gt;
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A good first turn recruit would consist of 2 Skeletons, a Ghoul, a DA, perhaps a Bat, and another useful unit. Keep your Ghoul(s) up front during the day to minimize the Rebel offensive, and retreat if necessary.&lt;br /&gt;
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On the offensive, kill Woses and Mages as quickly as possible. Hack up Mages first, and freeze and Poison the Woses. If you have any Skeletons left, try to chop down the trees as well. If you have Archers use them on any Elves your opponent has. Bats can be used on Mages, and use WCs on any unit that they have a chance to kill.&lt;br /&gt;
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Try to focus xp on single Skeletons. Levelling one into a Deathblade will prove deadly for your opponent. His extra move will hunt down Mages and Elves and his extra strike will ensure their deaths. The unit also becomes a real Wose killer at night dealing up to 50 of 52 damage. Levelling a Bat will also prove a useful Mage hunting tool.&lt;br /&gt;
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==Undead versus Knalgans:==&lt;br /&gt;
You'll want to catch Knalgans on poor terrain. Dwarves on hills or mountains are hard to move - they usually have to move themselves. To combat this you'll need to use Poison and magic to make them move.&lt;br /&gt;
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'''Skeleton''': A good standard unit, Skeletons are only in serious danger from Dwarvish Fighters, of which you will likely face several. This unit can take on all of the Outlaws as well as the dangerous Ulfserker. At night, his 6-3 attacks on Guardsmen will also be quite useful.&lt;br /&gt;
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'''Skeleton Archer''': A good cheap unit who is most in danger from Fighters and Ulfserkers, his role is to pick at Fighters, Gryphons, and Guardsmen, though money is better spent elsewhere.&lt;br /&gt;
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'''Walking Corpse''': Not a good unit to combat Dwarves, the WC is better to hold villages against sneaky Gryphons or to kill trapped ones. There's no need to recruit these early.&lt;br /&gt;
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'''Vampire Bat''': Do not recruit this unit when fighting Knalgans. The superior Gryphon will easily kill this unit resulting in a loss of 13g.&lt;br /&gt;
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'''Ghoul''': A crucial unit in your fight against Knalgans, the Ghoul's Poison shuold be used to cut through their resistance and make the slow movers retreat from advantageous positions. Also used as a good Gryphon deterrant, this unit is worth having 2 of.&lt;br /&gt;
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'''Dark Adept''': Another key unit in your arsenal, the DA deals 11-2 damage to Dwarves at night, 10-2 to Guardsmen. Also having the capability to ignore the superior defenses of Knalgans, these guys are invaluable in your nighttime assaults. Their major drawback that is easily exploitable by Knalgans is their lack of melee, so keep them protected at all times.&lt;br /&gt;
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'''Ghost''': As Knalgans have no true counter for Ghosts, these scouts should be used exclusively over Bats. Their greatest use is using their ranged attack on melee exclusive units. Their Drain melee and high resistances makes the Ghost essentially impossible for melee units to kill. The sole exception to this is the Ulfserker. At night, and even possibly at dusk/dawn, the Ghost has an excellent chance of killing an Ulfserker with his Drain attack. During the day, however, the Ghost is in real jeopardy of defeat from this unit. Try to keep the ghost from Thunderers as well, as 2 shots will take him down, and you won't want to lose this unit so easily.&lt;br /&gt;
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A good first turn recruit would consist of a Ghost, a Skeleton, a Ghoul, a DA, and another useful unit like another Skelton, Archer, or DA. Don't let Dwarves get on mountains if you can stop it. Ghosts are great for this, but Ghouls and Skeletons work nicely too. If Dwarves do end up on mountains either ignore them and make them move to unfavorable terrain, Poison them to force them to move, or use Adepts on them.&lt;br /&gt;
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In defense, Ghouls on villages or mountains will prove very bothersome to Knalgans. Keep them in the front line to Poison oncoming attackers. They'll take Thunderer shots (at 13-1), so they'll last a while too. Skeletons are alright to keep in front too, due to their resistances outside of Impact. Make sure your Adepts stay behind so they don't get Ulfs.&lt;br /&gt;
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On the offense, you'll want to take out Ulfs first and then anything on poor terrain. Terrain plays a huge factor in the damage you will deal Dwarves, so sometimes it will be better to ignore Dwarves on mountains and to kill other units instead. Adepts can remove problem Dwarves though, so have a couple. At the end of your assault put your Ghouls in front to protect your units and to Poison the surviving forces.&lt;br /&gt;
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==See also==&lt;br /&gt;
[[How_to_play...|How_to_play series]]&lt;br /&gt;
&lt;br /&gt;
[[How to play Mages]]&lt;/div&gt;</summary>
		<author><name>Krotop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=How_to_play_Undead&amp;diff=20947</id>
		<title>How to play Undead</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=How_to_play_Undead&amp;diff=20947"/>
		<updated>2008-01-19T12:08:59Z</updated>

		<summary type="html">&lt;p&gt;Krotop: /* General Undead Strategies: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Undead Strategies:==&lt;br /&gt;
As a style of personal preference, I enjoy using the massive damage dealing Dark Adepts en masse. The most dreadful attacker of the Undead is also the most pitiful defender, being the only unit in Default to have no melee weapon. Because of this you'll need a good mix of Skeletons, Adepts, and support units.&lt;br /&gt;
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A safe first turn recruit against Random would have 1 skeleton, 1 Adept, 1 Ghost, 1 ghoul and a couple more units. When you see what your opponent has, go to the appropriate section below.&lt;br /&gt;
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The biggest aspect of Undead that you'll have to become comfortable with is almost overextending yourself at night. Your damage is so high that even Northerners can't keep up except with having more units. You'll make your first attacks with Adepts usually so that you can protect them with your advancing forces that take the place of the units they defeat. Skeletons do this best, usually, as they are your heaviest melee hitter, and at night there isn't a single level 1 unit that can take them out in one attack.&lt;br /&gt;
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In order to get the most for your money, you should attack as dusk breaks - especially if you're second player. You'll begin your attack and your opponent will have to counter at night. If your opponent is lawful, the right time to leave the attack can be tricky. Otherwise simply retreat as night is ending. Against lawful units you may want an extra turn to get space between the two of you.&lt;br /&gt;
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Since Undead have major resistance strengths and weaknesses every opponent will have a specific plan to counter you. This will consist of Fire and Impact units. It just so happens that Adepts are best at countering these units whether it be defensively against Fire units or offensively against Impact units. A good not is that Ghouls have 10% Fire resistance and no Impact vulnerability. They are a good defensive unit to use on villages for the most part.&lt;br /&gt;
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==Undead versus Drakes:==&lt;br /&gt;
Possibly the deadliest matchup in Wesnoth, this game will result in lots of casualties, and very quickly. Both factions are incredibly offensive and of opposite alignment. Skeletons are weak to Fire, Adepts to melee, and Drakes are weak to Pierce and Cold. Basically, whoever is left standing wins.&lt;br /&gt;
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'''Skeleton''': You'll want these guys if Saurians become a problem. Otherwise, you should invest in Skeletal Archers if you want the Blade and Pierce resistance.&lt;br /&gt;
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'''Skeleton Archer''': 14 gold, 5-3 ranged Pierce against Drakes during day in defense, and great resists to their melee attacks, this is a great unit choice against Drakes. Your army should have a couple of these.&lt;br /&gt;
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'''Walking Corpse''': Do not recruit this unit when fighting Drakes.&lt;br /&gt;
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'''Vampire Bat''': Do not recruit this unit when fighting Drakes unless the map requires a quick scout for water areas and village grabbing. Usually a Ghost will be enough of a scout unit that combines with Cold ranged and melee.&lt;br /&gt;
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'''Ghoul''': Very limited in it's usefulness against Drakes as they have so much hp and can easily fly back to towns to heal, your money is better spent.&lt;br /&gt;
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'''Dark Adept''': The meat of your army will be this unit. Doing 12-2 damage to Drakes during daytime makes them an obvious choice, and at night you will get an incredible 17-2 magical with a 16 gold level 1 unit. Recruit lots of these, but not so many that you can't cover them with other units. Clashers will literally eat these guys during the day, as will Drake Fighters. Beware of Skirmishers at night, as they are the best counter agsint these guys. Like I said, if Skirmishers become a problem, bring a Skeleton with you to chop them up.&lt;br /&gt;
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'''Ghost''': A decent buy for early grabbing and for scouting, but for Cold damage Adepts are better. Ghosts die easily in the day, but having the mobility at night can prove quite useful. Don't recruit more than 1 early, or you'll be burned to death very quickly.&lt;br /&gt;
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A good first turn recruit would consist of a Skeleton Archer, a Ghost, 2 Adepts, and perhaps a Skeleton with more Archers and Adepts to be recruited later. Don't shy away from the fact that you'll have to freeze Drakes into submission. Use Adepts on Burners and Archers on other Drakes, but always finish what you start - don't leave Drakes hanging around until daytime because they will put a hurt on. It's better to kill 1 Drake than to hurt 2. If Saurians do skirmish in behind you, use Adepts on them to finish them quickly if no Skeletons are around. They are weak to Cold and they do cost 15 gold. If you end up not killing a Drake with that Adept then he at least earned his cost by killing that one unit.&lt;br /&gt;
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In defense, put Skeleton Archers on towns, and keep your Ghost(s) away from the front line. a Burner can tear them apart and any flyer can come in to help if they need to. Don't be afraid to use Adepts to counter even in day, but don't attack Burners with them at this time; they'll do too much damage in return, so focus on killing Clasher and Fighters during the day.&lt;br /&gt;
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==Undead versus Loyalists:==&lt;br /&gt;
Like Drakes, there will be a heavy day/night push and pull. Ghosts will be more effective here as the Loyalists are less mobile and have less Fire. Loyalists are the most versatile faction, so you'll need to be prepared to handle anything.&lt;br /&gt;
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'''Skeleton''': A good staple unit. Use this to hack up any unit except HI. You'll do equal damage to Spearmen in day and everyone else is cake.&lt;br /&gt;
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'''Skeleton Archer''': Another good unit to have 1 or 2 of. Mix and match your skeletons, or just use one brand. Recruit these if your opponent has mounted units - especially Cold resistant Cavalry. These guys are useful against most other Loyalist units as well, and do decent return damage to Mages at dawn/dusk. Keep them far from HI unless you can finish them that turn.&lt;br /&gt;
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'''Walking Corpse''': These guys may be useful, but money on heavier hitters is money better spent. These guys are best used to clean up a mess you don't want to waste a Skeleton or Dark Adept on.&lt;br /&gt;
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'''Vampire Bat''': Don't recruit this unit when fighting Loyalists unless you need a scout unit to cross water to gather villages quickly. For 7 more gold you can get a Ghost who is a great frontline unit if your opponent has no Mages in range.&lt;br /&gt;
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'''Ghoul''': Useful to hold villages and scare off high hp units. Does your opponent have too many HI to kill in one turn? Poison one and make sure you kill the rest. This guy resists everything except Impact (and obviously Holy) just a little bit, so he can be a nice damage soaker - especially if your opponent focuses on melee.&lt;br /&gt;
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'''Dark Adept''': Again, your meat. Not as much as with Drakes, but you'll want these guys near your front line at all times to counter-attack HI and to knock out the high defense Fencers. Mermen will resist you 20%, but you will cut through their high defense as well. At night these guys are killers, plain and simple. Go for HI and Horsemen first, then any other non-Cavalry units - the more expensive the better. Even using Adepts on Mages is smart at night if you're low on Skeletons.&lt;br /&gt;
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'''Ghost''': Get one and probably no more than that. Mages can kill this unit alone in day, and the 20 gold is far too much to waste. Their Drain ability makes them good attackers of Spearmen, as their Firststrike ability actually works against them. Usually you'll want to ranged attack HI or melee Mages, but keep in mid that your nighttime Drain + 50% defense + good resists means you'll usually go unscathed in melee at night.&lt;br /&gt;
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A good first turn recruit would consist of a Gost for grabbing, an Adept or two, a combination of 2 or 3 Skeletons + Archers, and perhaps a Ghoul depending on how you want to play it.&lt;br /&gt;
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If your opponent has no HI then your nighttime attack plan is simple: lead with Adepts to freeze everything out of your path and then cover them with your skeleton units. Again, don't be afraid to freeze Mages at night, as 12-2 will kill 2 out 6 Mages (based on hp they get from traits), and they will only deal 5-3 back, or 5-1 if you kill them. Doing this is a coin-flip though, so judge accordingly.&lt;br /&gt;
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If your opponent has HI, and has them in front, same game plan, just freeze the HI exclusively. They are the only unit weak to Cold in their army, it is their only weakness that you can exploit, and they have the most hp (tied). The math is simple. You must use Cold - preferably from Adepts - to kill these guys. After they're down, advance as before.&lt;br /&gt;
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If your opponent has HI in the back, bust your way through wil what units you have. If you can't reach them with your Adepts at the end, blast whatever the hell you can, because you have to apply their damage somewhere. Even if you hang them out to dry in the front lines, all Loyalists get -25% damage at night, so they're a lot safer than you may think. Do keep them covered if you left any Horsemen alive though, which you shouldn't, as they are a high priority kill.&lt;br /&gt;
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In defense: leave Skeleton Archers in front. They will resist all damage other than from Mages and HI, and they will do some damage back to Mages (in addition to being your cheapest fighting unit). If HI are coming your way put a Ghoul up front. If your opponent only recruits HI and Mages, recruit only DAs, Ghouls, and Skeletons. Skeles kill Mages, DAs kill HI, Ghouls defend.&lt;br /&gt;
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==Undead versus Undead:==&lt;br /&gt;
This matchup is no longer as boring as it was before. Most of your units are undead, making most of them vulnerable to the arcane damage by dark adepts and ghosts. Ghouls in this matchup are less useful for their poison; their resistance to blade, cold, arcane and pierce makes them your tank of sorts, but vulnerable to walking corpses. In general, use a combination of ranged and or walking corpses to kill ghouls, and ghosts and dark adepts to kill all arcane-vulnerable units.&lt;br /&gt;
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'''Dark Adept''': Your most important unit. Get a lot of these. At night, 1 unit can kill ghosts and walking corpses. 2 of these have a good chance of killing all skeleton units. However, they are vulnerable to all other units' melee attacks. Protect them well.&lt;br /&gt;
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'''Ghoul''': This unit is important, not for its damage, but for its range of resistances; it has no resistances to only impact. Use these to protect your dark adepts from all other melee units. Do remember that ghouls are only 10% resistant to blade, and still vulnerable to skeletons at night. When possible, poison opponents' dark adepts, as it will make him/her consider pulling back to heal.&lt;br /&gt;
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'''Skeleton''': Basically, get a bunch of this guy. He will kill WCs that come after him, he will easily take yout Ghosts and Ghouls, and Adepts don't stand a chance. The only real threeats to this guy will be Skeletons and Archers - Archers only because they will deal a decent 4-2 in melee and 4-3 in ranged to you where you will do 6-3 melee to them at night.&lt;br /&gt;
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'''Skeleton Archer''': If you get one of these, he can be useful. You can pick at both Skeletons and WCs, and Adepts will deal you almost no damage in return, so they can deal decent damage (comparitively) to any unit. Don't recruit many though, or else WCs will be your demise.&lt;br /&gt;
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'''Walking Corpse''': Use these freebies to beat up Archers, to turn Adepts to your side - if you play it right - and to finish Skeletons who are on bad terrain. In the Zombie v. Skelton matchup, the Skeleton wins unless he has a bow. They are free though, and are great for stopping village stealing, especially at day. After your first wave you might want to buy these for a while to plug terrain and keep your upkeep low.&lt;br /&gt;
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'''Vampire Bat''': These guys can actually be used to village snatch from your opponent, but they lack ZOC and their Drain ability only makes them good to attack Adepts. They will die, and quickly, if you allow them to get in range of your opponents land forces. His Cold resistance will keep him safe from Ghosts, and other bats shouldn't be able to kill you either.&lt;br /&gt;
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'''Ghoul''': More worthless than the Bat. An absolute no. Get Skeletons instead.&lt;br /&gt;
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'''Ghost''': At 20g, the Ghost's Cold damage isn't really worth the price. Get Bats to scout and if you need Cold, get Adepts. Otherwise, Skeltongs and Archers are better in battle.&lt;br /&gt;
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A good first turn recruit would be 2 Skeletons, 1 Archer, 1 or 2 Zombies, and a Bat for grabbing. More Skeletons or Archers instead of WCs is also good. Get Adepts later as you'll only need them against WCs, and they have a 50% chance to get Quick - unlike your other forces.&lt;br /&gt;
&lt;br /&gt;
Basically, get on the best terrain you can and slug it out. Skeles on Ghosts, WCs on Archers, do whatever advantageous damage you can when you can and however you can, as long as you don't give up a counter-attack where the opponent has the better odds.&lt;br /&gt;
&lt;br /&gt;
Continue to bash your opponents as you recruit more and more Skeletons and Archers with WCs and Adepts thrown in appropriately for Archers and WCs respectively.&lt;br /&gt;
&lt;br /&gt;
==Undead versus Northerners:==&lt;br /&gt;
An interesting battle as both factions are Chaotic. You'll deal more damage at night, so you should usually be the aggressor at this time. You'll be facing a lot of Whelps and Archers most likely, with maybe some Grunts and other units sparsed in.&lt;br /&gt;
&lt;br /&gt;
'''Skeleton''': Good for taking out any units except Whelps, you'll want to have a couple of these guys in your front line.&lt;br /&gt;
&lt;br /&gt;
'''Skeleton Archer''': These guys are less deadly than Skeletons and fall faster to Whelps (they do less return damage). They are a good choice if your opponent recruits Grunts and Spearmen though.&lt;br /&gt;
&lt;br /&gt;
'''Walking Corpse''': These guys may be useful as they deal Impact damage that will go around Whelp resistancies. Having 1 or 2 of these may prove useful if you can effectively use them to shield your attacking forces or to spawn more allies.&lt;br /&gt;
&lt;br /&gt;
'''Vampire Bat''': If you need a scout, the Ghost is a far better choice against Northerners. Only the Archer has a decent chance of killing a Ghost whereas a simple Grunt can walk of and cut down a Bat. Grunts are also cheaper than Bats. Don't recruit this unit.&lt;br /&gt;
&lt;br /&gt;
'''Ghoul''': A good unit to use against Northerners. Their focus on melee wil make nearly every unit that attacks you subject to Poison. With 10% resistance to Blade and Fire they will survive long enough to Poison enough units to be a menace. Having 1 or 2 of this guy will be enough.&lt;br /&gt;
&lt;br /&gt;
'''Dark Adept''': This guy just kills things. He is your Whelp killing instrument as Whelps will resist your Blade and Pierce attacks 20%. Adepts are good to use against any unit though, as every unit other than the Archer has no significant ranged attack. You'll want several of these in your army, but make sure that they have protection from Grunts and Whelps in both attack and defense.&lt;br /&gt;
&lt;br /&gt;
'''Ghost''': A great unit to have. Only Archers can reliably take this unit out. His cost is high - especially when compared to the cost of Northerners, but his ability to survive - especially on a village - will make him a thorn in your opponents side. You should be able to see where your opponents archers are, so stay away from them. Use his ranged attack to assist you in killing melee units so that you don't run into a situation of bad luck getting you hurt.&lt;br /&gt;
&lt;br /&gt;
A good first turn recruit would consist of a Ghost, Skeleton, Ghoul, DA, and another DA, Ghost, or skeleton type. The Ghoul can also be exchanged for a damage dealer.&lt;br /&gt;
&lt;br /&gt;
Keep your Skeletons and Ghouls up front to deal return damage in defense and against counter-attacks. Ghouls are your best defensive weapon as they will Poison any who attack them, and Archers will need 4 hits with their Fire arrows at night to get you to 1hp.&lt;br /&gt;
&lt;br /&gt;
Use your DAs to tear through the otherwise hard-to-kill Whelps, and make sure to finish them as fast as possible, or at least Poison them, or you'll waste 8 damage a turn. If your opponent has any Nagas, punish them with your Adepts and Ghosts - you'll deal 120% damage.&lt;br /&gt;
&lt;br /&gt;
You'll want to press at night at defend at day as usual, but the reason may not be so clear as Northerners are also Chaotic. The reason is that Undead deal more damage per unit, but are also more expensive. At night your ability to quickly tear through units and finish them off is impressive. During the day it is not; if you cannot take out units in your attack you will be swarmed by larger numbers of Northerners that will trap and kill you. The Regeneration of Whelps becomes a much larger effect during the day as well. Because of these reasons you'll want to defend during the day and take out as many units as possible in each night-time attack.&lt;br /&gt;
&lt;br /&gt;
==Undead versus Rebels:==&lt;br /&gt;
You'll likely see a bunch of Woses and Mages in this battle as they are the best unit to deal damage to your forces. Because they are Lawful there will again be a strong day/night push. If your opponent does not recruit many of these units you shouldn't have much of a challenge ahead of you if you simply recruit Skeletons and Archers.&lt;br /&gt;
&lt;br /&gt;
'''Skeleton''': A necessity. These guys resist Blade and Pierce greatly - the 2 major weapons of Elves. These guys will also chop through Mages and are even good to kill Woses at night. Keep these guys away from Woses and Mages during the day.&lt;br /&gt;
&lt;br /&gt;
'''Skeleton Archer''': It's better to buy Skeletons than Archers here. Skeletons only cost 1g more but deal more damage on their primary attack and their Blade cuts through Wose resistancies as well as avoids magical return damage from the Mage. Don't recruit this guy unless your opponent recruits no Woses or Mages.&lt;br /&gt;
&lt;br /&gt;
'''Walking Corpse''': If you can turn 1 or 2 units to your side this unit has paid for himself. Recruit sparingly, though he can be quite useful against Mages if they are foolish enough to stay close after daytime.&lt;br /&gt;
&lt;br /&gt;
'''Vampire Bat''': Since the Ghost isn't the best bargain against Rebels, if you need a scout unit, the Bat should be your choice. Having more than 1 quickly leads to diminishing returns, so save your gold for units that can fight.&lt;br /&gt;
&lt;br /&gt;
'''Ghoul''': A decent unit to have 1 of. Fighting Woses at night he deals 5-3 plus prevents Regeneration and takes 10-2 in return. If you can't kill a Wose in one turn, hitting him with a Ghoul is a good idea. Also useful against any Elves that decide to entrench themselves in forest, this guy is a utility unit, not an en-masse unit. He does resist Fire at 10%, so of all your units to take hits from Mages, this is probably the one you want to do it on defense.&lt;br /&gt;
&lt;br /&gt;
'''Dark Adept''': Good for knocking out Elves in forest, the main reason you'll recruit this guy is to attack Woses without return damage. Showing no weakeness to Fire, the Adept can also kill Mages at night with his 12-2 attack suffering 5-3 in return (if he fails to kill). If your opponent's leader is a White Mage you'll want to recruit even more of these guys as they are your only unit that resists Holy damage and doesn't have a lopsided weakness to it. Good for several reasons, 1 or 2 of this guy is a must.&lt;br /&gt;
&lt;br /&gt;
'''Ghost''': The ranged specialist Rebels can take out this unit with relative ease; they can even kill it without Mages, though obviously that would be their first choice. Since Mermen and Woses resist Cold, and all other units have high defense or a strong ranged counter-attack, this unit isn't the best buy against Rebels.&lt;br /&gt;
&lt;br /&gt;
A good first turn recruit would consist of 2 Skeletons, a Ghoul, a DA, perhaps a Bat, and another useful unit. Keep your Ghoul(s) up front during the day to minimize the Rebel offensive, and retreat if necessary.&lt;br /&gt;
&lt;br /&gt;
On the offensive, kill Woses and Mages as quickly as possible. Hack up Mages first, and freeze and Poison the Woses. If you have any Skeletons left, try to chop down the trees as well. If you have Archers use them on any Elves your opponent has. Bats can be used on Mages, and use WCs on any unit that they have a chance to kill.&lt;br /&gt;
&lt;br /&gt;
Try to focus xp on single Skeletons. Levelling one into a Deathblade will prove deadly for your opponent. His extra move will hunt down Mages and Elves and his extra strike will ensure their deaths. The unit also becomes a real Wose killer at night dealing up to 50 of 52 damage. Levelling a Bat will also prove a useful Mage hunting tool.&lt;br /&gt;
&lt;br /&gt;
==Undead versus Knalgans:==&lt;br /&gt;
You'll want to catch Knalgans on poor terrain. Dwarves on hills or mountains are hard to move - they usually have to move themselves. To combat this you'll need to use Poison and magic to make them move.&lt;br /&gt;
&lt;br /&gt;
'''Skeleton''': A good standard unit, Skeletons are only in serious danger from Dwarvish Fighters, of which you will likely face several. This unit can take on all of the Outlaws as well as the dangerous Ulfserker. At night, his 6-3 attacks on Guardsmen will also be quite useful.&lt;br /&gt;
&lt;br /&gt;
'''Skeleton Archer''': A good cheap unit who is most in danger from Fighters and Ulfserkers, his role is to pick at Fighters, Gryphons, and Guardsmen, though money is better spent elsewhere.&lt;br /&gt;
&lt;br /&gt;
'''Walking Corpse''': Not a good unit to combat Dwarves, the WC is better to hold villages against sneaky Gryphons or to kill trapped ones. There's no need to recruit these early.&lt;br /&gt;
&lt;br /&gt;
'''Vampire Bat''': Do not recruit this unit when fighting Knalgans. The superior Gryphon will easily kill this unit resulting in a loss of 13g.&lt;br /&gt;
&lt;br /&gt;
'''Ghoul''': A crucial unit in your fight against Knalgans, the Ghoul's Poison shuold be used to cut through their resistance and make the slow movers retreat from advantageous positions. Also used as a good Gryphon deterrant, this unit is worth having 2 of.&lt;br /&gt;
&lt;br /&gt;
'''Dark Adept''': Another key unit in your arsenal, the DA deals 11-2 damage to Dwarves at night, 10-2 to Guardsmen. Also having the capability to ignore the superior defenses of Knalgans, these guys are invaluable in your nighttime assaults. Their major drawback that is easily exploitable by Knalgans is their lack of melee, so keep them protected at all times.&lt;br /&gt;
&lt;br /&gt;
'''Ghost''': As Knalgans have no true counter for Ghosts, these scouts should be used exclusively over Bats. Their greatest use is using their ranged attack on melee exclusive units. Their Drain melee and high resistances makes the Ghost essentially impossible for melee units to kill. The sole exception to this is the Ulfserker. At night, and even possibly at dusk/dawn, the Ghost has an excellent chance of killing an Ulfserker with his Drain attack. During the day, however, the Ghost is in real jeopardy of defeat from this unit. Try to keep the ghost from Thunderers as well, as 2 shots will take him down, and you won't want to lose this unit so easily.&lt;br /&gt;
&lt;br /&gt;
A good first turn recruit would consist of a Ghost, a Skeleton, a Ghoul, a DA, and another useful unit like another Skelton, Archer, or DA. Don't let Dwarves get on mountains if you can stop it. Ghosts are great for this, but Ghouls and Skeletons work nicely too. If Dwarves do end up on mountains either ignore them and make them move to unfavorable terrain, Poison them to force them to move, or use Adepts on them.&lt;br /&gt;
&lt;br /&gt;
In defense, Ghouls on villages or mountains will prove very bothersome to Knalgans. Keep them in the front line to Poison oncoming attackers. They'll take Thunderer shots (at 13-1), so they'll last a while too. Skeletons are alright to keep in front too, due to their resistances outside of Impact. Make sure your Adepts stay behind so they don't get Ulfs.&lt;br /&gt;
&lt;br /&gt;
On the offense, you'll want to take out Ulfs first and then anything on poor terrain. Terrain plays a huge factor in the damage you will deal Dwarves, so sometimes it will be better to ignore Dwarves on mountains and to kill other units instead. Adepts can remove problem Dwarves though, so have a couple. At the end of your assault put your Ghouls in front to protect your units and to Poison the surviving forces.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[How_to_play...|How_to_play series]]&lt;br /&gt;
&lt;br /&gt;
[[How to play Mages]]&lt;/div&gt;</summary>
		<author><name>Krotop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=How_to_play_Northerners&amp;diff=20946</id>
		<title>How to play Northerners</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=How_to_play_Northerners&amp;diff=20946"/>
		<updated>2008-01-19T12:06:04Z</updated>

		<summary type="html">&lt;p&gt;Krotop: /* Northerners v. Undead */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Northerner Strategies:==&lt;br /&gt;
On the first turn when you have a random opponent it is good to get a mixture of units that will be good in any situation. A Wolf Rider, a Grunt, a Whelp, an Archer and an Assassin recruit would be an example of such a recruit. When you discover what faction your opponent is, go to the appropriate section below for more advice.&lt;br /&gt;
&lt;br /&gt;
In general, Northerners will win by mass. Northerners are the cheapest faction and need to utilize that advantage. Poison will be a crucial strategic element as Northerners have the only ranged poison in the game. Grunts and Whelps will be the meat of your army, but make sure to recruit Grunts or Assassins to hold villages, as Whelps do a poor job of this with 40% defense.&lt;br /&gt;
&lt;br /&gt;
Northerners level quickly on the whole compared to other factions, so try to level any unit as they all grow in power quickly. Nagas upon level actually fare rather well on land, and Trolls will double their damage. Levelling Grunts gains you a great number of hp, but they are a tad slower to level than the other units at your disposal. Wolf Riders also do well as Pillagers to slow your enemy, and Assassins become better than Grunts at dealing melee damage. Try to focus your xp alotment to gain an advantage.&lt;br /&gt;
&lt;br /&gt;
Your lack of ranged combat will mean you will be vulnerable to ranged counter-attacks. Plan accordingly and have some Assassins nearby to help defend against retaliation. Trolls are good for frontline blockers for their Regen, but keep them in hills or mountains where they have decent defense.&lt;br /&gt;
&lt;br /&gt;
==Northerners v. Knalgans==&lt;br /&gt;
You'll want Poison to take these guys down. Take as many hill and mountain hexes as you can, and keep trolls in your front line during day to Regen.&lt;br /&gt;
&lt;br /&gt;
'''Orcish Grunt:''' 12 gold village holders nighttime siege artists. Their damage, defense, and moves are better than Trolls, so having a few of these to search and destroy are a necessity.&lt;br /&gt;
&lt;br /&gt;
'''Troll Whelp:''' A good choice against Knalgans for their high hp, 20% resistance to Blade and Pierce, and their ability to Regen. The extra gold will be worth it if you keep these guys on the hill and mountain hexes your opponent will want to take. A rotation of these guys will keep your front line from crumbling, and will keep Thunderer damage to a minimum. Level one of these and your damage will double.&lt;br /&gt;
&lt;br /&gt;
'''Orcish Archer:''' Recruiting one of these to poke at Fighters and Guardsmen may prove useful, but more frequently you'll want to spend your gold on other units.&lt;br /&gt;
&lt;br /&gt;
'''Goblin Spearman:''' Do not recruit Goblin Spearmen when fighting Knalgans. Their hp is too low for them to deal any significant damage before they die.&lt;br /&gt;
&lt;br /&gt;
'''Wolf Rider:''' Your scout unit, you can use these to grab crucial hilly areas before Dwarves can reach them. If you can get him to level, the ability to slow Dwarves may prove exceptionally useful. Recruiting more than one of these may prove too costly though.&lt;br /&gt;
&lt;br /&gt;
'''Naga Fighter:''' Recruit if there are important water or swamp areas you can control. Their neutrality and high defense will serve you well for 14 gold.&lt;br /&gt;
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'''Orcish Assassin:''' A necessity against Knalgans. Poisoning any Dwarf will add up. Poisoning Gardsmen will add up faster. A couple of these to annoy and drive back Dwarves from their homes are a necessity.&lt;br /&gt;
&lt;br /&gt;
A first turn recruit you'll want a Grunt, 1 or 2 Whelps, 1 or 2 Assassins, and possibly another Grunt, a Rider, or Naga. Don't be afraid to Poison Dwarves even in daytime if you can do so from favorable terrain. If you see Ulfs are nearby, you'll want to take them out with Grunts.You'll want to use Whelps to go after Thunderers, and you'll want to take them out first generally, as they'll be the easiest units for you to kill. Have your Assassins Poison the Fighters while this is happening. Try to ignore Guardsmen if you can, because they will take too much effort to kill.Don't be afraid to sacrifice a Grunt to take a shot at an open Ulf if the opportunity arises and the CTK is sizable. The 7 gold difference in cost is worth the risk. If you can't finish it with one Grunt, 2 should do the trick. This will be a game of push and pull. You'll have to push at night and prevent them pushing at day with the Poison you plant. You shouldn't need more than 2 Assassins, but you will need to use them a lot.&lt;br /&gt;
&lt;br /&gt;
==Northerners v. Loyalists==&lt;br /&gt;
Attack at night, defend at day. This will be a constant theme. Spearmen and HI will be what you see the most of, likely. Don't be surprised to see Bowman as well.&lt;br /&gt;
&lt;br /&gt;
'''Orcish Grunt:''' Cheap village holders again. Good units to take out Mages and Bowmen. At night you will do 11-2 v. 5-3 against Spearmen, but keep them on villages or mountains during day. These are your big time hitters, so save them.&lt;br /&gt;
&lt;br /&gt;
'''Troll Whelp:''' Again, a couple of these guys in mountains should survive to deal a good amount of damage. Don't recruit too many, as their damage is too low to justify having a bunch.&lt;br /&gt;
&lt;br /&gt;
'''Orcish Archer:''' 1 or 2 of these guys will benefit you a lot, as they'll be your best weapon against HI and the 2 mounted units. If you overrecruit these guys Spearmen should take you over.&lt;br /&gt;
&lt;br /&gt;
'''Goblin Spearman:''' 1 or 2 of these guys might not be a bad idea against Loyalists. You can use these guys against mounted units and Bowmen at night, or Mages at most times. Their low hp makes them extremely vulnerable though, so recruit with caution. Getting 1 on the first turn may free up enough moves for one of your other units to take advantageous frontline positions instead of village-grabbing.&lt;br /&gt;
&lt;br /&gt;
'''Wolf Rider:''' Good to scout and to trap and attack Bowmen and Mages. If you can level this guy, make him a Pillager to demolish HI and have the option to slow. Otherwise his use is limited to finishing weak units at night.&lt;br /&gt;
&lt;br /&gt;
'''Naga Fighter:''' The battle of the seas will be tough, as it is pretty even. Recruit water forces appropriately, and know that if they level that they will become even more useful as they can be used even on land.&lt;br /&gt;
&lt;br /&gt;
'''Orcish Assassin:''' Again, another crucial element to your attack. You'll want to Poison HI, Spearmen, and their ranged attack does a decent 4-3 to mounted units when it isn't day.&lt;br /&gt;
&lt;br /&gt;
A first turn recruit should consist of a Grunt, an Assassin, an Archer, and a mix of other good units. Take out Mages and Horsemen first, as they will deal you the most damage with the least amount returned. Poison HI and shoot them with Fire. Poison Fencers if you can, or just beat on them with whatever you have at your disposal. Shoot Cavalry down, and deal with Spearmen however you can, using Poison on them often as well. Again, fight off daytime offenses with Poison, and try to keep a Whelp or 2 up in the front in mountains to regenerate. At night, lead with Grunts and use Archers appropriately. Posion whatever is left standing, and be ready to retreat as dawn breaks.&lt;br /&gt;
&lt;br /&gt;
==Northerners v. Undead==&lt;br /&gt;
Unfortunately one of your major weapons (poison) won't work against these guys. Also, Undead deal more damage than you do at night. If that wasn't bad enough, you only have one level 1 unit that can attack with Fire, and your only water unit is weak to Cold. Things are looking pretty grim, eh? Well here's how you fight back:&lt;br /&gt;
&lt;br /&gt;
'''Orcish Grunt:''' These guys are the perfect Adept killers. A strong grunt does 12-2 at night, 3 hits will kill them. They will take 4 hits to kill you unless you get a Quick Grunt without Resiliant. You get 4 Grunts for 3 Adepts cost-wise, but don't buy so many; you'll probably only want as many as 2 at first as you'll need other weapons as well.&lt;br /&gt;
&lt;br /&gt;
'''Troll Whelp:''' A necessity. These guys are skeleton killers doing +20% damage as well as resisting 20% from them. Their Regen also prevents Ghouls from doing nasty Poison damage to them. These guys are good to attack anything except Ghosts.&lt;br /&gt;
&lt;br /&gt;
'''Orcish Archer:''' Another necessity. You'll have to recruit at least 2 of these to account for Ghosts. These guys are also good to kill Skeletons and WCs, and you'll want to use these on Ghouls too.&lt;br /&gt;
&lt;br /&gt;
'''Goblin Spearman:''' Surprisingly, these guys can be effective against Undead, and here's the reason: these guys make pretty decent Adept killers. If your opponent loves Adepts and money is tight, or you just want to keep a high income, recruit a modest number of these guys to counter-attack.&lt;br /&gt;
&lt;br /&gt;
'''Wolf Rider:''' If you need a scout, this is your guy. He will have limited uses outside of scouting, but he will make a decent Adept attacker, a good choice to melee Ghouls as he can run away to heal, and if he levels, the Pillager will cause mayhem for your opponent.&lt;br /&gt;
&lt;br /&gt;
'''Naga Fighter:''' Only get if you have to have sea-villages. They can't attack Ghosts, but they do counter-attack Adepts well. Even so, they don't counter-attack as well as Grunts, nor will they live as long (and they are more expensive).&lt;br /&gt;
&lt;br /&gt;
'''Orcish Assassin:''' Simply don't recruit this unit if you're fighting Undead. The adepts damage it so badly that you won't want to poison them. If, by any case, you recruited one, his best use will be to ZoC to prevent bats to fly through your defense for village stealing, and eventually poison them.&lt;br /&gt;
&lt;br /&gt;
A first turn recruit should consist of a Grunt, 2 Whelps, 2 Archers, and either a scout, or another Grunt, Whelp, or Archer. Keep your highest hp units in front at night, as you'll be counter-attacking, not attacking, under most circumstances. Surround your opponents attacking forces before they try to retreat at Dawn. Surprisingly you'll actually have the advantage then. With the decreased damage done in the daytime your Regeneration will be far more effective - it will heal the damage from nearly twice as many attacks. Because of this, make sure to replace your Whelps as soon as possible if they die, and do whatever you can to keep them from passing. Use your archers to kill Ghosts as fast as you can. Their ability to Drain against the rest your units attacks makes them virtually indestructable to other sources. The loss of a 20g unit will also set the player back quite a bit monetarily. After the Ghosts are gone, use your Archers on any Skeletons there are - you'll want to prevent them from using their melee if possible. Also, killing Bats and WCs is always a good way to make a quick monetary gain on your opponent.Your Whelps should go after Archers for maximum damage, but you'll really want to kill Adepts before you kill anything else. If your opponent doesn't have any, you can't get to them, or your Grunts already took them out, go ahead and melee some skeletons or a Ghoul.One major thing you'll want to do in defense is put your front units on hexes where your opponent will have to attack you from bad terrain. The reason is you'll want to hit Adepts as easily as possible, and they should always be what comes at you first.Keep in mind that your units are cheaper than your opponents level 1 units, and his level 0 units die extremely easy. Don't be afraid to trade unit-for-unit with Undead if you have to: you'll be on your way to success quickly.&lt;/div&gt;</summary>
		<author><name>Krotop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=How_to_play_Northerners&amp;diff=20945</id>
		<title>How to play Northerners</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=How_to_play_Northerners&amp;diff=20945"/>
		<updated>2008-01-19T11:51:37Z</updated>

		<summary type="html">&lt;p&gt;Krotop: /* Northerners v. Undead */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Northerner Strategies:==&lt;br /&gt;
On the first turn when you have a random opponent it is good to get a mixture of units that will be good in any situation. A Wolf Rider, a Grunt, a Whelp, an Archer and an Assassin recruit would be an example of such a recruit. When you discover what faction your opponent is, go to the appropriate section below for more advice.&lt;br /&gt;
&lt;br /&gt;
In general, Northerners will win by mass. Northerners are the cheapest faction and need to utilize that advantage. Poison will be a crucial strategic element as Northerners have the only ranged poison in the game. Grunts and Whelps will be the meat of your army, but make sure to recruit Grunts or Assassins to hold villages, as Whelps do a poor job of this with 40% defense.&lt;br /&gt;
&lt;br /&gt;
Northerners level quickly on the whole compared to other factions, so try to level any unit as they all grow in power quickly. Nagas upon level actually fare rather well on land, and Trolls will double their damage. Levelling Grunts gains you a great number of hp, but they are a tad slower to level than the other units at your disposal. Wolf Riders also do well as Pillagers to slow your enemy, and Assassins become better than Grunts at dealing melee damage. Try to focus your xp alotment to gain an advantage.&lt;br /&gt;
&lt;br /&gt;
Your lack of ranged combat will mean you will be vulnerable to ranged counter-attacks. Plan accordingly and have some Assassins nearby to help defend against retaliation. Trolls are good for frontline blockers for their Regen, but keep them in hills or mountains where they have decent defense.&lt;br /&gt;
&lt;br /&gt;
==Northerners v. Knalgans==&lt;br /&gt;
You'll want Poison to take these guys down. Take as many hill and mountain hexes as you can, and keep trolls in your front line during day to Regen.&lt;br /&gt;
&lt;br /&gt;
'''Orcish Grunt:''' 12 gold village holders nighttime siege artists. Their damage, defense, and moves are better than Trolls, so having a few of these to search and destroy are a necessity.&lt;br /&gt;
&lt;br /&gt;
'''Troll Whelp:''' A good choice against Knalgans for their high hp, 20% resistance to Blade and Pierce, and their ability to Regen. The extra gold will be worth it if you keep these guys on the hill and mountain hexes your opponent will want to take. A rotation of these guys will keep your front line from crumbling, and will keep Thunderer damage to a minimum. Level one of these and your damage will double.&lt;br /&gt;
&lt;br /&gt;
'''Orcish Archer:''' Recruiting one of these to poke at Fighters and Guardsmen may prove useful, but more frequently you'll want to spend your gold on other units.&lt;br /&gt;
&lt;br /&gt;
'''Goblin Spearman:''' Do not recruit Goblin Spearmen when fighting Knalgans. Their hp is too low for them to deal any significant damage before they die.&lt;br /&gt;
&lt;br /&gt;
'''Wolf Rider:''' Your scout unit, you can use these to grab crucial hilly areas before Dwarves can reach them. If you can get him to level, the ability to slow Dwarves may prove exceptionally useful. Recruiting more than one of these may prove too costly though.&lt;br /&gt;
&lt;br /&gt;
'''Naga Fighter:''' Recruit if there are important water or swamp areas you can control. Their neutrality and high defense will serve you well for 14 gold.&lt;br /&gt;
&lt;br /&gt;
'''Orcish Assassin:''' A necessity against Knalgans. Poisoning any Dwarf will add up. Poisoning Gardsmen will add up faster. A couple of these to annoy and drive back Dwarves from their homes are a necessity.&lt;br /&gt;
&lt;br /&gt;
A first turn recruit you'll want a Grunt, 1 or 2 Whelps, 1 or 2 Assassins, and possibly another Grunt, a Rider, or Naga. Don't be afraid to Poison Dwarves even in daytime if you can do so from favorable terrain. If you see Ulfs are nearby, you'll want to take them out with Grunts.You'll want to use Whelps to go after Thunderers, and you'll want to take them out first generally, as they'll be the easiest units for you to kill. Have your Assassins Poison the Fighters while this is happening. Try to ignore Guardsmen if you can, because they will take too much effort to kill.Don't be afraid to sacrifice a Grunt to take a shot at an open Ulf if the opportunity arises and the CTK is sizable. The 7 gold difference in cost is worth the risk. If you can't finish it with one Grunt, 2 should do the trick. This will be a game of push and pull. You'll have to push at night and prevent them pushing at day with the Poison you plant. You shouldn't need more than 2 Assassins, but you will need to use them a lot.&lt;br /&gt;
&lt;br /&gt;
==Northerners v. Loyalists==&lt;br /&gt;
Attack at night, defend at day. This will be a constant theme. Spearmen and HI will be what you see the most of, likely. Don't be surprised to see Bowman as well.&lt;br /&gt;
&lt;br /&gt;
'''Orcish Grunt:''' Cheap village holders again. Good units to take out Mages and Bowmen. At night you will do 11-2 v. 5-3 against Spearmen, but keep them on villages or mountains during day. These are your big time hitters, so save them.&lt;br /&gt;
&lt;br /&gt;
'''Troll Whelp:''' Again, a couple of these guys in mountains should survive to deal a good amount of damage. Don't recruit too many, as their damage is too low to justify having a bunch.&lt;br /&gt;
&lt;br /&gt;
'''Orcish Archer:''' 1 or 2 of these guys will benefit you a lot, as they'll be your best weapon against HI and the 2 mounted units. If you overrecruit these guys Spearmen should take you over.&lt;br /&gt;
&lt;br /&gt;
'''Goblin Spearman:''' 1 or 2 of these guys might not be a bad idea against Loyalists. You can use these guys against mounted units and Bowmen at night, or Mages at most times. Their low hp makes them extremely vulnerable though, so recruit with caution. Getting 1 on the first turn may free up enough moves for one of your other units to take advantageous frontline positions instead of village-grabbing.&lt;br /&gt;
&lt;br /&gt;
'''Wolf Rider:''' Good to scout and to trap and attack Bowmen and Mages. If you can level this guy, make him a Pillager to demolish HI and have the option to slow. Otherwise his use is limited to finishing weak units at night.&lt;br /&gt;
&lt;br /&gt;
'''Naga Fighter:''' The battle of the seas will be tough, as it is pretty even. Recruit water forces appropriately, and know that if they level that they will become even more useful as they can be used even on land.&lt;br /&gt;
&lt;br /&gt;
'''Orcish Assassin:''' Again, another crucial element to your attack. You'll want to Poison HI, Spearmen, and their ranged attack does a decent 4-3 to mounted units when it isn't day.&lt;br /&gt;
&lt;br /&gt;
A first turn recruit should consist of a Grunt, an Assassin, an Archer, and a mix of other good units. Take out Mages and Horsemen first, as they will deal you the most damage with the least amount returned. Poison HI and shoot them with Fire. Poison Fencers if you can, or just beat on them with whatever you have at your disposal. Shoot Cavalry down, and deal with Spearmen however you can, using Poison on them often as well. Again, fight off daytime offenses with Poison, and try to keep a Whelp or 2 up in the front in mountains to regenerate. At night, lead with Grunts and use Archers appropriately. Posion whatever is left standing, and be ready to retreat as dawn breaks.&lt;br /&gt;
&lt;br /&gt;
==Northerners v. Undead==&lt;br /&gt;
Unfortunately one of your major weapons (poison) won't work against these guys. Also, Undead deal more damage than you do at night. If that wasn't bad enough, you only have one level 1 unit that can attack with Fire, and your only water unit is weak to Cold. Things are looking pretty grim, eh? Well here's how you fight back:&lt;br /&gt;
&lt;br /&gt;
'''Orcish Grunt:''' These guys are the perfect Adept killers. A strong grunt does 12-2 at night, 3 hits will kill them. They will take 4 hits to kill you unless you get a Quick Grunt without Resiliant. You get 4 Grunts for 3 Adepts cost-wise, but don't buy so many; you'll probably only want as many as 2 at first as you'll need other weapons as well.&lt;br /&gt;
&lt;br /&gt;
'''Troll Whelp:''' A necessity. These guys are skeleton killers doing +20% damage as well as resisting 20% from them. Their Regen also prevents Ghouls from doing nasty Poison damage to them. These guys are good to attack anything except Ghosts.&lt;br /&gt;
&lt;br /&gt;
'''Orcish Archer:''' Another necessity. You'll have to recruit at least 2 of these to account for Ghosts. These guys are also good to kill Skeletons and WCs, and you'll want to use these on Ghouls too.&lt;br /&gt;
&lt;br /&gt;
'''Goblin Spearman:''' Surprisingly, these guys can be effective against Undead, and here's the reason: these guys make pretty decent Adept killers. If your opponent loves Adepts and money is tight, or you just want to keep a high income, recruit a modest number of these guys to counter-attack.&lt;br /&gt;
&lt;br /&gt;
'''Wolf Rider:''' If you need a scout, this is your guy. He will have limited uses outside of scouting, but he will make a decent Adept attacker, a good choice to melee Ghouls as he can run away to heal, and if he levels, the Pillager will cause mayhem for your opponent.&lt;br /&gt;
&lt;br /&gt;
'''Naga Fighter:''' Only get if you have to have sea-villages. They can't attack Ghosts, but they do counter-attack Adepts well. Even so, they don't counter-attack as well as Grunts, nor will they live as long (and they are more expensive).&lt;br /&gt;
&lt;br /&gt;
'''Orcish Assassin:''' Simply don't recruit this unit if you're fighting Undead. The only unit you'll be able to Poison you won't want to.&lt;br /&gt;
&lt;br /&gt;
A first turn recruit should consist of a Grunt, 2 Whelps, 2 Archers, and either a scout, or another Grunt, Whelp, or Archer. Keep your highest hp units in front at night, as you'll be counter-attacking, not attacking, under most circumstances. Surround your opponents attacking forces before they try to retreat at Dawn. Surprisingly you'll actually have the advantage then. With the decreased damage done in the daytime your Regeneration will be far more effective - it will heal the damage from nearly twice as many attacks. Because of this, make sure to replace your Whelps as soon as possible if they die, and do whatever you can to keep them from passing. Use your archers to kill Ghosts as fast as you can. Their ability to Drain against the rest your units attacks makes them virtually indestructable to other sources. The loss of a 20g unit will also set the player back quite a bit monetarily. After the Ghosts are gone, use your Archers on any Skeletons there are - you'll want to prevent them from using their melee if possible. Also, killing Bats and WCs is always a good way to make a quick monetary gain on your opponent.Your Whelps should go after Archers for maximum damage, but you'll really want to kill Adepts before you kill anything else. If your opponent doesn't have any, you can't get to them, or your Grunts already took them out, go ahead and melee some skeletons or a Ghoul.One major thing you'll want to do in defense is put your front units on hexes where your opponent will have to attack you from bad terrain. The reason is you'll want to hit Adepts as easily as possible, and they should always be what comes at you first.Keep in mind that your units are cheaper than your opponents level 1 units, and his level 0 units die extremely easy. Don't be afraid to trade unit-for-unit with Undead if you have to: you'll be on your way to success quickly.&lt;/div&gt;</summary>
		<author><name>Krotop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=How_to_play_Northerners&amp;diff=20944</id>
		<title>How to play Northerners</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=How_to_play_Northerners&amp;diff=20944"/>
		<updated>2008-01-19T11:50:31Z</updated>

		<summary type="html">&lt;p&gt;Krotop: /* Northerners v. Loyalists */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Northerner Strategies:==&lt;br /&gt;
On the first turn when you have a random opponent it is good to get a mixture of units that will be good in any situation. A Wolf Rider, a Grunt, a Whelp, an Archer and an Assassin recruit would be an example of such a recruit. When you discover what faction your opponent is, go to the appropriate section below for more advice.&lt;br /&gt;
&lt;br /&gt;
In general, Northerners will win by mass. Northerners are the cheapest faction and need to utilize that advantage. Poison will be a crucial strategic element as Northerners have the only ranged poison in the game. Grunts and Whelps will be the meat of your army, but make sure to recruit Grunts or Assassins to hold villages, as Whelps do a poor job of this with 40% defense.&lt;br /&gt;
&lt;br /&gt;
Northerners level quickly on the whole compared to other factions, so try to level any unit as they all grow in power quickly. Nagas upon level actually fare rather well on land, and Trolls will double their damage. Levelling Grunts gains you a great number of hp, but they are a tad slower to level than the other units at your disposal. Wolf Riders also do well as Pillagers to slow your enemy, and Assassins become better than Grunts at dealing melee damage. Try to focus your xp alotment to gain an advantage.&lt;br /&gt;
&lt;br /&gt;
Your lack of ranged combat will mean you will be vulnerable to ranged counter-attacks. Plan accordingly and have some Assassins nearby to help defend against retaliation. Trolls are good for frontline blockers for their Regen, but keep them in hills or mountains where they have decent defense.&lt;br /&gt;
&lt;br /&gt;
==Northerners v. Knalgans==&lt;br /&gt;
You'll want Poison to take these guys down. Take as many hill and mountain hexes as you can, and keep trolls in your front line during day to Regen.&lt;br /&gt;
&lt;br /&gt;
'''Orcish Grunt:''' 12 gold village holders nighttime siege artists. Their damage, defense, and moves are better than Trolls, so having a few of these to search and destroy are a necessity.&lt;br /&gt;
&lt;br /&gt;
'''Troll Whelp:''' A good choice against Knalgans for their high hp, 20% resistance to Blade and Pierce, and their ability to Regen. The extra gold will be worth it if you keep these guys on the hill and mountain hexes your opponent will want to take. A rotation of these guys will keep your front line from crumbling, and will keep Thunderer damage to a minimum. Level one of these and your damage will double.&lt;br /&gt;
&lt;br /&gt;
'''Orcish Archer:''' Recruiting one of these to poke at Fighters and Guardsmen may prove useful, but more frequently you'll want to spend your gold on other units.&lt;br /&gt;
&lt;br /&gt;
'''Goblin Spearman:''' Do not recruit Goblin Spearmen when fighting Knalgans. Their hp is too low for them to deal any significant damage before they die.&lt;br /&gt;
&lt;br /&gt;
'''Wolf Rider:''' Your scout unit, you can use these to grab crucial hilly areas before Dwarves can reach them. If you can get him to level, the ability to slow Dwarves may prove exceptionally useful. Recruiting more than one of these may prove too costly though.&lt;br /&gt;
&lt;br /&gt;
'''Naga Fighter:''' Recruit if there are important water or swamp areas you can control. Their neutrality and high defense will serve you well for 14 gold.&lt;br /&gt;
&lt;br /&gt;
'''Orcish Assassin:''' A necessity against Knalgans. Poisoning any Dwarf will add up. Poisoning Gardsmen will add up faster. A couple of these to annoy and drive back Dwarves from their homes are a necessity.&lt;br /&gt;
&lt;br /&gt;
A first turn recruit you'll want a Grunt, 1 or 2 Whelps, 1 or 2 Assassins, and possibly another Grunt, a Rider, or Naga. Don't be afraid to Poison Dwarves even in daytime if you can do so from favorable terrain. If you see Ulfs are nearby, you'll want to take them out with Grunts.You'll want to use Whelps to go after Thunderers, and you'll want to take them out first generally, as they'll be the easiest units for you to kill. Have your Assassins Poison the Fighters while this is happening. Try to ignore Guardsmen if you can, because they will take too much effort to kill.Don't be afraid to sacrifice a Grunt to take a shot at an open Ulf if the opportunity arises and the CTK is sizable. The 7 gold difference in cost is worth the risk. If you can't finish it with one Grunt, 2 should do the trick. This will be a game of push and pull. You'll have to push at night and prevent them pushing at day with the Poison you plant. You shouldn't need more than 2 Assassins, but you will need to use them a lot.&lt;br /&gt;
&lt;br /&gt;
==Northerners v. Loyalists==&lt;br /&gt;
Attack at night, defend at day. This will be a constant theme. Spearmen and HI will be what you see the most of, likely. Don't be surprised to see Bowman as well.&lt;br /&gt;
&lt;br /&gt;
'''Orcish Grunt:''' Cheap village holders again. Good units to take out Mages and Bowmen. At night you will do 11-2 v. 5-3 against Spearmen, but keep them on villages or mountains during day. These are your big time hitters, so save them.&lt;br /&gt;
&lt;br /&gt;
'''Troll Whelp:''' Again, a couple of these guys in mountains should survive to deal a good amount of damage. Don't recruit too many, as their damage is too low to justify having a bunch.&lt;br /&gt;
&lt;br /&gt;
'''Orcish Archer:''' 1 or 2 of these guys will benefit you a lot, as they'll be your best weapon against HI and the 2 mounted units. If you overrecruit these guys Spearmen should take you over.&lt;br /&gt;
&lt;br /&gt;
'''Goblin Spearman:''' 1 or 2 of these guys might not be a bad idea against Loyalists. You can use these guys against mounted units and Bowmen at night, or Mages at most times. Their low hp makes them extremely vulnerable though, so recruit with caution. Getting 1 on the first turn may free up enough moves for one of your other units to take advantageous frontline positions instead of village-grabbing.&lt;br /&gt;
&lt;br /&gt;
'''Wolf Rider:''' Good to scout and to trap and attack Bowmen and Mages. If you can level this guy, make him a Pillager to demolish HI and have the option to slow. Otherwise his use is limited to finishing weak units at night.&lt;br /&gt;
&lt;br /&gt;
'''Naga Fighter:''' The battle of the seas will be tough, as it is pretty even. Recruit water forces appropriately, and know that if they level that they will become even more useful as they can be used even on land.&lt;br /&gt;
&lt;br /&gt;
'''Orcish Assassin:''' Again, another crucial element to your attack. You'll want to Poison HI, Spearmen, and their ranged attack does a decent 4-3 to mounted units when it isn't day.&lt;br /&gt;
&lt;br /&gt;
A first turn recruit should consist of a Grunt, an Assassin, an Archer, and a mix of other good units. Take out Mages and Horsemen first, as they will deal you the most damage with the least amount returned. Poison HI and shoot them with Fire. Poison Fencers if you can, or just beat on them with whatever you have at your disposal. Shoot Cavalry down, and deal with Spearmen however you can, using Poison on them often as well. Again, fight off daytime offenses with Poison, and try to keep a Whelp or 2 up in the front in mountains to regenerate. At night, lead with Grunts and use Archers appropriately. Posion whatever is left standing, and be ready to retreat as dawn breaks.&lt;br /&gt;
&lt;br /&gt;
==Northerners v. Undead==&lt;br /&gt;
Unfortunately one of your major weapons (poison) won't work against these guys. Also, Undead deal more damage than you do at night. If that wasn't bad enough, you only have one level 1 unit that can attack with Fire, and your only water unit is weak to Cold. Things are looking pretty grim, eh? Well here's how you fight back:&lt;br /&gt;
&lt;br /&gt;
'''Orcish Grunt:''' These guys are the perfect Adept killers. 12-2 at night, 3 hits will kill them. They will take 4 hits to kill you unless you get a Quick Grunt without Resiliant. You get 4 Grunts for 3 Adepts cost-wise, but don't buy so many; you'll probably only want as many as 2 at first as you'll need other weapons as well.&lt;br /&gt;
&lt;br /&gt;
'''Troll Whelp:''' A necessity. These guys are skeleton killers doing +20% damage as well as resisting 20% from them. Their Regen also prevents Ghouls from doing nasty Poison damage to them. These guys are good to attack anything except Ghosts.&lt;br /&gt;
&lt;br /&gt;
'''Orcish Archer:''' Another necessity. You'll have to recruit at least 2 of these to account for Ghosts. These guys are also good to kill Skeletons and WCs, and you'll want to use these on Ghouls too.&lt;br /&gt;
&lt;br /&gt;
'''Goblin Spearman:''' Surprisingly, these guys can be effective against Undead, and here's the reason: these guys make pretty decent Adept killers. If your opponent loves Adepts and money is tight, or you just want to keep a high income, recruit a modest number of these guys to counter-attack.&lt;br /&gt;
&lt;br /&gt;
'''Wolf Rider:''' If you need a scout, this is your guy. He will have limited uses outside of scouting, but he will make a decent Adept attacker, a good choice to melee Ghouls as he can run away to heal, and if he levels, the Pillager will cause mayhem for your opponent.&lt;br /&gt;
&lt;br /&gt;
'''Naga Fighter:''' Only get if you have to have sea-villages. They can't attack Ghosts, but they do counter-attack Adepts well. Even so, they don't counter-attack as well as Grunts, nor will they live as long (and they are more expensive).&lt;br /&gt;
&lt;br /&gt;
'''Orcish Assassin:''' Simply don't recruit this unit if you're fighting Undead. The only unit you'll be able to Poison you won't want to.&lt;br /&gt;
&lt;br /&gt;
A first turn recruit should consist of a Grunt, 2 Whelps, 2 Archers, and either a scout, or another Grunt, Whelp, or Archer. Keep your highest hp units in front at night, as you'll be counter-attacking, not attacking, under most circumstances. Surround your opponents attacking forces before they try to retreat at Dawn. Surprisingly you'll actually have the advantage then. With the decreased damage done in the daytime your Regeneration will be far more effective - it will heal the damage from nearly twice as many attacks. Because of this, make sure to replace your Whelps as soon as possible if they die, and do whatever you can to keep them from passing. Use your archers to kill Ghosts as fast as you can. Their ability to Drain against the rest your units attacks makes them virtually indestructable to other sources. The loss of a 20g unit will also set the player back quite a bit monetarily. After the Ghosts are gone, use your Archers on any Skeletons there are - you'll want to prevent them from using their melee if possible. Also, killing Bats and WCs is always a good way to make a quick monetary gain on your opponent.Your Whelps should go after Archers for maximum damage, but you'll really want to kill Adepts before you kill anything else. If your opponent doesn't have any, you can't get to them, or your Grunts already took them out, go ahead and melee some skeletons or a Ghoul.One major thing you'll want to do in defense is put your front units on hexes where your opponent will have to attack you from bad terrain. The reason is you'll want to hit Adepts as easily as possible, and they should always be what comes at you first.Keep in mind that your units are cheaper than your opponents level 1 units, and his level 0 units die extremely easy. Don't be afraid to trade unit-for-unit with Undead if you have to: you'll be on your way to success quickly.&lt;/div&gt;</summary>
		<author><name>Krotop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=How_to_play_Knalgans&amp;diff=20942</id>
		<title>How to play Knalgans</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=How_to_play_Knalgans&amp;diff=20942"/>
		<updated>2008-01-19T11:31:04Z</updated>

		<summary type="html">&lt;p&gt;Krotop: /* Knalgans versus Northerners */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs update}}&lt;br /&gt;
==General Knalgan strategies:==&lt;br /&gt;
On the first turn when you have a random opponent it is good to get a mixture of units that will be good in any situation.  A Gryphon, a Dwarvish Fighter (DF), a Dwarvish Thunderer (DT), a Poacher, and a Dwarvish Ulfserker (DU) recruit would be an example of such a recruit.  When you discover what faction your opponent is, go to the appropriate section below for more advice.&lt;br /&gt;
&lt;br /&gt;
Obviously, you'll want to stay in hills and mountains with Dwarves at all times, unless on village.  With Outlaws, stay on non-grass terrain - mostly forests as your Dwarves will occupy the hils and mountains.  Use Gryphons to plug other hexes with his 50% defense.&lt;br /&gt;
&lt;br /&gt;
Neutrality and high defense, hp and resists make your Dwarves a powerful force.  There is no time they are weak if they are on the right terrain.  Your units can endure more blows, and more attempted blows than most other units in the game.  Use this to your advantage and finish off the weaker opposing units and then ZOC and heal if you can.  Ulfs are great utility killers against any unit with weak or no melee attacks.  Remember they cost 19, so use them wisely.&lt;br /&gt;
&lt;br /&gt;
With Knalgans, generally counter-attacks are the best attacks.  They can sustain a lot of damage before they die, so the first wave of an opponents attack is likely not to kill any of your units.  This will allow you to pick off particular units you wish to get rid of before your opponents next turn.  Focus on killing their high damage units first, if possible, if not, kill and weaken as many units as possible to decrease the chances of success for your opponent on his second turn of the attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Knalgans versus Undead==&lt;br /&gt;
If you know you're playing against Undead, the smartest thing to do is to recruit an ulfserker.  He will automatically kill any Dark Adept (DA) that he attacks.  He is also good for taking on Ghosts during day, or even Ghouls.  Here are units you will want to recruit to counter Undead units:&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Ulfserker:''' counters Dark Adepts, and most other UD units in daytime.  Don't recruit many unless the opponent has no Skeletons.  Skeletons can kill an ulf even in day.  Ulfs are also expensive, so you don't want to trade them 1-for-1 with Undead units, unless you get a Ghost.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Fighter:''' counters Skeletons, Skele Archers, and is just a good high hp unit that can soak up nighttime damage for your front line.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Guardsman:''' Do not recruit this unit if you are fighting Undead.  His Pierce damage is less useful than even Blade against Undead.  His low damage also makes him a bad unit to counter-attack with.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Thunderer:''' This is a good unit to have in your front line in mountains.  His 70% defense and decent resists should keep him alive from nighttime Skele attacks, and his 18-1 ranged will make Dark Adepts take a risk to come after you.  They are also good to attack Ghosts, as 2 ranged hits will kill them - which even works at night.&lt;br /&gt;
&lt;br /&gt;
'''Thief:''' Do not recruit this unit when fighting against Undead.&lt;br /&gt;
&lt;br /&gt;
'''Poacher:''' A utility unit versus Undead.  It's good for finishing Ghosts and killing Walking Corpses.  It can also be used to pick at Skeletons and Ghouls.  Money is spent better on other units, but don't forget that he may be useful.&lt;br /&gt;
&lt;br /&gt;
'''Footpad:''' This weak character is really only useful versus Undead as a cheap scout.  His Impact damage is good against Skeletons and Skele Archers, and he has the added bonuses of being Chaotic (which deals more damage when Undead try to advance at night), and being hard to hit.  His best utility is his ranged attack versus Skeletons at night, and that's only 6-2.  Recruiting 1 on your first turn to grab villages is likely the only use you'll get from this guy, unless you need a unit to occupy forest hexes (which dwarves do very poorly at 30% defense).&lt;br /&gt;
&lt;br /&gt;
'''Gryphon:''' Probably not the best expenditure of gold versus Undead, but they do serve many purposes that can justify their cost: they give extended view of battle, allowing you to know what is coming and to counter appropriately; they are good for getting behind enemy lines to finish hurt Dark adepts; They serve as good ZOC units for plains and forest hexes.  Unlike the Footpad they do not have negative resistance to Blade and Pierce - the weapons of skeletons.&lt;br /&gt;
&lt;br /&gt;
Generally you'll want a good dose of Dwarvish Fighters, a few Thunderers, throw in a Gryphon for vision/utility, an ulf or two, and maybe a Poacher or Footpad.  Dwarfs are really what you want to use mostly for their high hp and decent resists.  This helps them survive the nightttime onslaught, and their neutrality will give them good damage in defense and also to press the attack at day.  Don't be afraid to ulf a ghost in daytime - make sure to check the CTK, but it should be good if your ulf is at high hp -  and it will be nearly certain if he is Strong.&lt;br /&gt;
&lt;br /&gt;
==Knalgans versus Rebels==&lt;br /&gt;
This is one of the trickiest matchups to play.  Both factions are Neutral, so neither has an advantageous time of day to attack (with their main units).  To win this battle you will need smart recruits and good unit placement, as well as a little luck; the same goes for your opponent.  Knalgans have what I would consider a slight advantage with the &amp;quot;one unit must die&amp;quot; Ulfsersker, but Rebel defense as well as heal, slow, and magic could factor to your demise.  Look for opportunities to grab mountains and hills, especially if they have no forest next to them.  Forests are your biggest enemy, so occupy them with your Outlaw counterparts or Gryphons.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Ulfserker:''' counters Mages, Elvish Shaman, and often times Elvish Archers.  Again, don't recruit too many of these, as Elvish Fighters will easily come back to finish you up, and they are 5 gold cheaper.  If you get a chance to take out a mage, do so.  Not only will you gain 1 gold in attrition, but another unit will likely have to expose itself or get hurt to finish you off.  Elvish Archers should be #2 on the &amp;quot;to kill&amp;quot; list, and they are sometimes worth jeopardizing your ulf for if you catch one of them off of forest.  Again, the reasoning is you only lose 2 gold in the trade and the opponent must waste moves and usually hp in order to finish you.  Again, they may also expose themselves.  You might be able to get away with ulfing Woses if it's nighttime and you're in mountain.  Make sure he isn' a Quick, Intelligent Ulf, and check the CTK as always.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Fighter:''' Again, these are the meat of your forces.  Any front without one of these will succumb to Elvish Fighters.  Dwarfs beat Elves 1-on-1, but they are more expensive.  They are good damage soakers and damage dealers.  Stay on preferred terrain at all times.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Guardsman:''' Guardsmen are great for holding frontline villages and chokepoints - with backup.  A lone Guardsman can hold out for a turn, if lucky 2 or 3, while on a town, but he deals very little damage in return, especially against the ranged specialized Rebels.  Recruit 1 if necessary, and no more than 2.  They just aren't worth the lack of offensive/counter-attack units.&lt;br /&gt;
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'''Dwarvish Thunderer:''' Another staple.  This unit is great against Rebels with luck.  Stick him on a mountain and Elves will hurt themselves trying to remove you.  They aren't so great for dependable offense, but their counter-attacks are great.&lt;br /&gt;
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'''Thief:''' Unlike when fighting Undead, you'll want 1 or 2 of these guys depending on your play style.  At night, a combo of thieves can destroy Woses, Elvish Archers, Mages, and Shaman.  Keep them in the forest hexes your opponent will want, but not in daytime.&lt;br /&gt;
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'''Poacher:''' I like using Poachers to fill up forest hexes and to attack Elvish Fighters.  Their main usefulness is as a counter-attacking utility unit to grab forest and press at night.  They are cheap, somewhat weak, but deal more dependable offensive damage than the Thunderer.  5-4 at night is equivalent to a 17 gold Elvish Archer, and you only spend 14. &lt;br /&gt;
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Whichever Chaotic unit if any you use, make sure to protect them at day.&lt;br /&gt;
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'''Footpad:''' Don't recruit this unit when fighting Rebels.&lt;br /&gt;
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'''Gryphon:''' These monsters are more useful against Rebels than Undead.  Their utility lies in fighting any water battles against the weak Merman Hunters, scouting, taking opportunistic attacks agaist poorly placed Elves, and if you find a hurt Wose, you may cosider attacking one - even though Gryphons have a weakness for Impact.  At night they do essentiall equal damage to each other, and you may not be able to get the finishing blow with one of your slower units.  Do so as a calculated risk when you only need 1 hit to kill.  Otherwise it's quite a risk.&lt;br /&gt;
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Recruit a Gryphon (maybe 2 if there's enough water or the towns are spread out) first turn along with a mix of DFs, DTs, a DU, and perhaps a DG, or some Outlaws.  If your opponent purchases scouts, feel lucky - they are next to useless against you.  Beware of ambushes, and don't scout unsure forests with your Gryphon in daytime.  Take as much tactical forest as you can with the appropriate units, and make a stranglehold on mountains.  Ulf when you get a good chance, and be ready to counter in day as well as pressing at night.  Each battle will play out differently in this matchup according to what your opponent recruits, so see what he has early, and keep track of any Woses. Also, do not let your Ulf be slowed or he is certainly dead.&lt;br /&gt;
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==Knalgans versus Drakes==&lt;br /&gt;
These guys are big and nasty.  They will burn and freeze you.  Thunderers will be your main weapon, but he will require support units as well.&lt;br /&gt;
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'''Dwarvish Ulfserker:''' Good for killing Augrs, scouts, and maybe Burners.  Not really a good choice against Drakes in general, but can serve purposes.&lt;br /&gt;
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'''Dwarvish Fighter:''' A good unit to use against saurians, but generally the DF is not how you want to go against Drakes.&lt;br /&gt;
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'''Dwarvish Guardsman:''' Guardsmen are worth the price against Drakes.  They're Pierce goes through their resistance, and a Strong one actually gets an additional point of damage on top of the point he gets for having the Strong trait (but not against Clashers).  A couple of these are an alright buy, especially if you plop them on villages.&lt;br /&gt;
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'''Dwarvish Thunderer:''' This should be your unit of choice versus Drakes.  A DT does 20-1 damage to Drakes in ranged, and Burners will do (6/5/3)-4 damage in return.  DTs have much better defense than Burners, but do suffer from having 8 less hp.  DTs have the benefit of costing 4 less gold though.  You'll want to use their &amp;quot;luck&amp;quot; attack on the easily hit Drakes as much as possible.  Thunderers should be the meat of your army.&lt;br /&gt;
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'''Thief:''' Not really useful against the Drakes, they are best used to counter Saurian Augrs, which are better countered by using Dwarven Fighters.  No real need to recruit any.&lt;br /&gt;
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'''Poacher:''' Another great unit against Drakes.  Their attack at night deals a good 5-4 against all Drakes.  Having better defense on Forest and villages, 1 or 2 of these guys aren't a bad idea.&lt;br /&gt;
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'''Footpad:''' Don't recruit this unit when fighting Drakes.&lt;br /&gt;
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'''Gryphon:''' Useful for early village grabbing, Gryphons also can be used against the weak Saurians or Drake Burners.  These flyers are probably the only way you'll hunt down retreating hurt Drakes. Don't recruit too many due to their cost and lack of a ranged defensive weapon.  Drakes can ZOC these units far better than any other faction.&lt;br /&gt;
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Recruit a Gryphon, and a good mix of DTs, DGs, a Poacher or 2, and maybe a DF.  Your opponent will likely get some Saurian mages to take away your high defense advantage, so having that DF around to take them out is usually quite helpful along with the Gryphon.  Basically, recruit Pierce, Pierce, and more Pierce.  Maintain your advantageoud defensive terrain as much as possible, because if you don't, and you put yourself on an even playing field in that respect, you will quickly be torn apart by the Drakes superior daytime damage and hp.  The daytime onslaught will be brutal, so prepare for a counter-attack and try to keep your Guardsmen up front to utilize their Steadfast.  It will be the difference between 7-4 and 6-4 daytime Burner damage and 6-4 to 5-4 daytime non-Strong Clasher damage.  The Guardsmen also have 8 more hp than the Thunderers.  If you can level a Guardsman (with 4 kills at 70% xp, or 3 kills and 1 battle if he's Intelligent), you will have a nearly undefeatable roadblock to use at your disposal.&lt;br /&gt;
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==Knalgans versus Knalgans==&lt;br /&gt;
A tough battle.  Dwarves have great defense, and no way to combat great defense.  The high hp and the resists will make this a game needing a lot of strikes to kill.  Don't think you'll be able to rush in and win - you're going to need intelligent unit placement and again, some luck.  Focus on levelling (non-Gryphon) units if possible as the added damage will be needed.&lt;br /&gt;
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'''Dwarvish Ulfserker:''' As always, one of these utility guys isn't a bad buy.  Catch a thunderer off his perch, or a Thief or Poacher in daytime, and that's one less unit to deal with.&lt;br /&gt;
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'''Dwarvish Fighter:''' One of these is a must.  Use it against any unit.  These guys are hard to kill.&lt;br /&gt;
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'''Dwarvish Guardsman:''' Use these to hold villages and frustrate your opponent.&lt;br /&gt;
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'''Dwarvish Thunderer:''' Use these to siege enemy villages or poke at DFs or Gryphons.&lt;br /&gt;
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'''Thief:''' Not a good buy unless used to counter Thunderers and Poachers.  Their Blade attack does little to Dwarves unless backstabbing at night (8-3).  Better to use DFs for melee.&lt;br /&gt;
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'''Poacher:''' An alright cheap buy for ranged forest grabbing.&lt;br /&gt;
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'''Footpad:''' Don't buy this unit even if your opponent is bothering you with Gryphons.  You can get 3+ Footpads for the price of 2 Gryphons, but it's not worth it.  The weakness to Impact guarantees at least a 4-2 attack with these guys even in daytime, but unfortunately, unless you get bonus hp from traits, they will die in 2 hits from Gryphons, so it is still a risky buy - especially since they are useless against all other Knalgans.  Just say no once again.&lt;br /&gt;
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'''Gryphon:''' Useful as your only scout unit.  Use these to get behind enemy lines to village steal, kill the wounded, or to ZOC a Dwarf on bad terrain.  These guys are also good forest and plains holders for crucial areas that your Dwarves will fare poorly on.&lt;br /&gt;
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Recruit a Gryphon, a DG, a DT, a DF, probably a DU, and a mix of other useful units.  This game will be won through maintaining the hills and mountain, getting and keeping a money advantage, levelling a unit, and by waiting for your opponent to take a risk that they shouldn't.  Keep them off of your mountains at any cost.  If they get there you will spend precious moves, attacks, and hp trying to take them off.  It's usually better to ignore enemies on mountains than to fight them.&lt;br /&gt;
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==Knalgans versus Loyalists==&lt;br /&gt;
Defend in day, strike at night.  That's how the battle will go.  Beware the Horseman and Mage and be prepared to counter these heavy daytime hitters. Again, an Ulf can be your best friend, especially if you can catch a Horseman at night or a Mage.&lt;br /&gt;
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'''Dwarvish Ulfserker:''' If you get one, don't get it until turn 2 or later.  Grabbing one in your initial recruit will only make him be impotent during the first few truns of daytime.  Ulfs you will use to kill Mages, grind up horse meat at night, as well as get rid of Bowmen - though they shuoldn't be recruiting many.  You shouldn't need more than 1 unless they go mad with Mages.&lt;br /&gt;
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'''Dwarvish Fighter:''' Good to fight Spearmen, having these guys is a necessity.  These are also your best unit to defend against Heavy Infantry.&lt;br /&gt;
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'''Dwarvish Guardsman:''' Get one of these guys.  These will make your front line immune to Horsemen.  Also useful to counter-attack Cavalry, Mages, and Bowmen.  If HI get close enough, milk xp off of them with your ranged.  The level will come faster than you expect.&lt;br /&gt;
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'''Dwarvish Thunderer:''' Get 1 or 2.  Good against essentially all of the Loyalist units, the Pierce ranged is even better against the 2 mounted units.&lt;br /&gt;
 &lt;br /&gt;
'''Thief:''' These guys can be used against most Loyalist units at night, but avoid trying to backstab Spearmen.  Even at night their firststrike can get nasty on this low hp unit.  I recommend the Poacher instead of this guy.&lt;br /&gt;
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'''Poacher:''' A great unit to counter-attack Loyalists and press at night.  His multiple strikes are of better use against the high defense Fencer, though his ranged Pierce is best against the mounted units.  His attack does a modest 3-4 to HI at night (compared to a Thunderers 11-1), and this unit that you'll want to use against Spearmen outside of day as well.  Although they will be weak during day, they serve many purposes and are well worth the 14 gold.&lt;br /&gt;
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'''Footpad:''' Do not recruit this unit when fighting Loyalists.&lt;br /&gt;
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'''Gryphon:''' Useful as scouts mainly, you can use these to run down hurt horses, go for 1-attack-kills on Fencers (9% chance if they have no bonus hp), or again, to try to hold important grassland hexes.  Beware during day though, as HI, Mages, and Horsemen can all tear Gryphons apart quickly.  Recruit no more than 1.&lt;br /&gt;
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Recruit a DF, a DT, a DG, and a Gryphon depending on the layout of villages.  Fill out your army with what you think will serve you best for that particular battle.  Water battles will be nearly pointless.  Cheap Mermen with higher defense will easily rout your Gryphon(s).  Avoid sea battles unless you can taunt a Merman within range of a ranged unit (who can stand on decent terrain).  A Gryphon's extra sight is good for spotting long range Horsemen, so it usually is worth having one around, but recruit no more than one. They don't counter any unit very cost-efficiently, so use it primarily as a scout and utility unit.&lt;br /&gt;
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You'll want to press as hard as you can at night, moreso than even against Drakes.  The reason for this is that Loyalists have no level 1 Neutral or Chaotic units.  Every unit the opposing player has will suffer a penalty at night - unless he has a Lieutenant behind his front line.  Because of this possibility, don't press too close to his castle until you have maintained a monetary advantage, as you will start losing units more rapidly when he comes back at you with an additional +25%.  Put your guardsman up front - this will dissuade any Charges.  Keep a DF or DU nearby in case the player chooses to siege you with Mages.  Spearmen that attack a DG in day will deal nearly equal damage to each other, which can add up quickly.  counter any advance with Thunderers and Poachers.  Don't expose your Dwarves to poor terrain or they will die.&lt;br /&gt;
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You'll want to whittle away at HI with Poachers and DTs and you'll want to give the killing blow to a Fighter.  Upgrading DFs should be your #1 priority as they are your best defense and counter to the easy Spearman spam.  The massive hp on the level 2 will also give it the ability to withstand attacking HI and Mages.&lt;br /&gt;
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Basically, Loyalists have an incredible amount of versatility.  You'll have to play smart and counter-attack very well in order to win.  Deal free damage when you can, and limit the number of hexes you can be attacked from - especially during day.  Start commencing your attack before night actually breaks.  You'll want to maximize your advantage over those 2 turns, so make sure they don't creep away before night hits.  As always, stay on good terrain, and make sure Fencers can't skirmish around to kill any weak units you may be hiding.&lt;br /&gt;
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==Knalgans versus Northerners==&lt;br /&gt;
The biggest problem you will have with Northerners will be their numbers.  Northies will gladly trade units with you and gain a monetary advantage.  Make them depend on luck by staying on good terrain, and their high upkeep may start to become a factor.&lt;br /&gt;
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'''Dwarvish Ulfserker:''' Recruit one of these guys if you're really having a problem finishing their units off, or your opponent likes to use Assassins.  He's expensive, and Northerners are melee oriented, so most of their units will be able to take a majority of this units hp away, if not kill him.  Assassins Poison will quickly deteriorate your army's hp though, so having one may prove valuable.  Since Assassins cost 17 gold you'll only lose 2 in attrition, and you'll likely take lots of hp from another unit with you.&lt;br /&gt;
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'''Dwarvish Fighter:''' Again a necessity.  His damage dealt in defense is how you'll deal a majority of your damage.  If possible, get a rotation of these guys in the front line.  You'll deal more damage than your opponent on average, but he will come with more units - 4 Grunts cost the same as 3 DFs.&lt;br /&gt;
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'''Dwarvish Guardsman:''' Another good guys to have 1 of if not more.  He can survive nighttime assaults better than the fighter, and will still do respectable damage back to the enemy.  Use your ranged attack on Grunts to make them turn around and heal.&lt;br /&gt;
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'''Dwarvish Thunderer:''' Nice to have.  Their combination of good resists and ranged damage make them good counter-attackers.  For cheaper ranged counter-attackers, use Poachers as they will also be used to hold forest hexes.  Recruiting DTs may crowd your hill hexes, especially since that's what the Northies will be grabbing.&lt;br /&gt;
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'''Thief:''' Not a great buy against Northies.  His melee only nature along with his Chaotic alignment make him most effective in the same way Northeners are.  Avoid the urge to recruit these guys.&lt;br /&gt;
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'''Poacher:''' Again, these guys you'll want to recruit a few of.  When the Northies come after you at night, you can make a strong counter-attack with their 5-4 ranged.  &lt;br /&gt;
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'''Footpad:''' This guy can be a utility unit against Northerners, but the money is better spent elsewhere.  Footpads can harass Grunts and Wolfs, take forest hexes, and block Assassins from poisoning your Dwarves.  Not the best buy, but you may be able to get your money's worth.&lt;br /&gt;
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'''Gryphon:''' Again, it's usually good to have one of these guys to scout, plug up grassland, and be a defensive damage dealer.  He's also good for trapping/killing Assassins and being a target for their poison.&lt;br /&gt;
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The biggest thing you need to worry about will be Poison.  If you get a good foothold on mountains and hills, Poison will be the weapon of choice to knock you off your perch.  Be ready to fill in with a replacement unit, and try to kill assassins before any other units.  Melee strikes will have to get through your resistance - poison does not.  You also don't deal any damage back when poison hits you.&lt;br /&gt;
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Recruit a DF and a mix of other good units.  Stay on towns or mountains for the first assault to minimize the effect any poison will have and reduce the chance of it hitting.  Let your opponent attack you, and then counter-attack with your Poachers and DTs if you have them - even DGs ranged will add up.  Ulf Assassins whenever you get a decent chance, as the Poison will hurt more than their melee attacks.&lt;br /&gt;
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Allow your opponent to attack you from forest hexes if they are next to mountains that you occupy.  Your 70% defense will outdo his 50% defense, and his confidence will be higher to attack since he won't be on grass.  Even if an Assassin uses that hex, if an Ulf is within reach, he should be able to take him out from on top the mountain.&lt;br /&gt;
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To kill Trolls, you will want to focus exclusively on them until they die.  It is best to ignore them and kill others than to only do a minimal amoun of damage to Trolls each turn.  Their regeneration will give them essentially limitless hp if you do this.  Kill his friends and then focus on him.  If there are several, take them out one at a time.  Try to avoid water battles with Nagas, unless there is only 1.  You won't want any Gryphons you get to be ZOCd, especially where you cannot help them, so be cautious with water battles.  &lt;br /&gt;
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To sum up, kill poisoners, get units that deal good melee damage in defense, and get good counter-attacking ranged units&lt;br /&gt;
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Back to The &amp;quot;[[How to play...]]&amp;quot; Series.&lt;/div&gt;</summary>
		<author><name>Krotop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=How_to_play_Knalgans&amp;diff=20941</id>
		<title>How to play Knalgans</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=How_to_play_Knalgans&amp;diff=20941"/>
		<updated>2008-01-19T11:22:57Z</updated>

		<summary type="html">&lt;p&gt;Krotop: /* Knalgans versus Loyalists */&lt;/p&gt;
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&lt;div&gt;{{Needs update}}&lt;br /&gt;
==General Knalgan strategies:==&lt;br /&gt;
On the first turn when you have a random opponent it is good to get a mixture of units that will be good in any situation.  A Gryphon, a Dwarvish Fighter (DF), a Dwarvish Thunderer (DT), a Poacher, and a Dwarvish Ulfserker (DU) recruit would be an example of such a recruit.  When you discover what faction your opponent is, go to the appropriate section below for more advice.&lt;br /&gt;
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Obviously, you'll want to stay in hills and mountains with Dwarves at all times, unless on village.  With Outlaws, stay on non-grass terrain - mostly forests as your Dwarves will occupy the hils and mountains.  Use Gryphons to plug other hexes with his 50% defense.&lt;br /&gt;
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Neutrality and high defense, hp and resists make your Dwarves a powerful force.  There is no time they are weak if they are on the right terrain.  Your units can endure more blows, and more attempted blows than most other units in the game.  Use this to your advantage and finish off the weaker opposing units and then ZOC and heal if you can.  Ulfs are great utility killers against any unit with weak or no melee attacks.  Remember they cost 19, so use them wisely.&lt;br /&gt;
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With Knalgans, generally counter-attacks are the best attacks.  They can sustain a lot of damage before they die, so the first wave of an opponents attack is likely not to kill any of your units.  This will allow you to pick off particular units you wish to get rid of before your opponents next turn.  Focus on killing their high damage units first, if possible, if not, kill and weaken as many units as possible to decrease the chances of success for your opponent on his second turn of the attack.&lt;br /&gt;
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==Knalgans versus Undead==&lt;br /&gt;
If you know you're playing against Undead, the smartest thing to do is to recruit an ulfserker.  He will automatically kill any Dark Adept (DA) that he attacks.  He is also good for taking on Ghosts during day, or even Ghouls.  Here are units you will want to recruit to counter Undead units:&lt;br /&gt;
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'''Dwarvish Ulfserker:''' counters Dark Adepts, and most other UD units in daytime.  Don't recruit many unless the opponent has no Skeletons.  Skeletons can kill an ulf even in day.  Ulfs are also expensive, so you don't want to trade them 1-for-1 with Undead units, unless you get a Ghost.&lt;br /&gt;
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'''Dwarvish Fighter:''' counters Skeletons, Skele Archers, and is just a good high hp unit that can soak up nighttime damage for your front line.&lt;br /&gt;
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'''Dwarvish Guardsman:''' Do not recruit this unit if you are fighting Undead.  His Pierce damage is less useful than even Blade against Undead.  His low damage also makes him a bad unit to counter-attack with.&lt;br /&gt;
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'''Dwarvish Thunderer:''' This is a good unit to have in your front line in mountains.  His 70% defense and decent resists should keep him alive from nighttime Skele attacks, and his 18-1 ranged will make Dark Adepts take a risk to come after you.  They are also good to attack Ghosts, as 2 ranged hits will kill them - which even works at night.&lt;br /&gt;
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'''Thief:''' Do not recruit this unit when fighting against Undead.&lt;br /&gt;
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'''Poacher:''' A utility unit versus Undead.  It's good for finishing Ghosts and killing Walking Corpses.  It can also be used to pick at Skeletons and Ghouls.  Money is spent better on other units, but don't forget that he may be useful.&lt;br /&gt;
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'''Footpad:''' This weak character is really only useful versus Undead as a cheap scout.  His Impact damage is good against Skeletons and Skele Archers, and he has the added bonuses of being Chaotic (which deals more damage when Undead try to advance at night), and being hard to hit.  His best utility is his ranged attack versus Skeletons at night, and that's only 6-2.  Recruiting 1 on your first turn to grab villages is likely the only use you'll get from this guy, unless you need a unit to occupy forest hexes (which dwarves do very poorly at 30% defense).&lt;br /&gt;
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'''Gryphon:''' Probably not the best expenditure of gold versus Undead, but they do serve many purposes that can justify their cost: they give extended view of battle, allowing you to know what is coming and to counter appropriately; they are good for getting behind enemy lines to finish hurt Dark adepts; They serve as good ZOC units for plains and forest hexes.  Unlike the Footpad they do not have negative resistance to Blade and Pierce - the weapons of skeletons.&lt;br /&gt;
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Generally you'll want a good dose of Dwarvish Fighters, a few Thunderers, throw in a Gryphon for vision/utility, an ulf or two, and maybe a Poacher or Footpad.  Dwarfs are really what you want to use mostly for their high hp and decent resists.  This helps them survive the nightttime onslaught, and their neutrality will give them good damage in defense and also to press the attack at day.  Don't be afraid to ulf a ghost in daytime - make sure to check the CTK, but it should be good if your ulf is at high hp -  and it will be nearly certain if he is Strong.&lt;br /&gt;
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==Knalgans versus Rebels==&lt;br /&gt;
This is one of the trickiest matchups to play.  Both factions are Neutral, so neither has an advantageous time of day to attack (with their main units).  To win this battle you will need smart recruits and good unit placement, as well as a little luck; the same goes for your opponent.  Knalgans have what I would consider a slight advantage with the &amp;quot;one unit must die&amp;quot; Ulfsersker, but Rebel defense as well as heal, slow, and magic could factor to your demise.  Look for opportunities to grab mountains and hills, especially if they have no forest next to them.  Forests are your biggest enemy, so occupy them with your Outlaw counterparts or Gryphons.&lt;br /&gt;
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'''Dwarvish Ulfserker:''' counters Mages, Elvish Shaman, and often times Elvish Archers.  Again, don't recruit too many of these, as Elvish Fighters will easily come back to finish you up, and they are 5 gold cheaper.  If you get a chance to take out a mage, do so.  Not only will you gain 1 gold in attrition, but another unit will likely have to expose itself or get hurt to finish you off.  Elvish Archers should be #2 on the &amp;quot;to kill&amp;quot; list, and they are sometimes worth jeopardizing your ulf for if you catch one of them off of forest.  Again, the reasoning is you only lose 2 gold in the trade and the opponent must waste moves and usually hp in order to finish you.  Again, they may also expose themselves.  You might be able to get away with ulfing Woses if it's nighttime and you're in mountain.  Make sure he isn' a Quick, Intelligent Ulf, and check the CTK as always.&lt;br /&gt;
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'''Dwarvish Fighter:''' Again, these are the meat of your forces.  Any front without one of these will succumb to Elvish Fighters.  Dwarfs beat Elves 1-on-1, but they are more expensive.  They are good damage soakers and damage dealers.  Stay on preferred terrain at all times.&lt;br /&gt;
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'''Dwarvish Guardsman:''' Guardsmen are great for holding frontline villages and chokepoints - with backup.  A lone Guardsman can hold out for a turn, if lucky 2 or 3, while on a town, but he deals very little damage in return, especially against the ranged specialized Rebels.  Recruit 1 if necessary, and no more than 2.  They just aren't worth the lack of offensive/counter-attack units.&lt;br /&gt;
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'''Dwarvish Thunderer:''' Another staple.  This unit is great against Rebels with luck.  Stick him on a mountain and Elves will hurt themselves trying to remove you.  They aren't so great for dependable offense, but their counter-attacks are great.&lt;br /&gt;
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'''Thief:''' Unlike when fighting Undead, you'll want 1 or 2 of these guys depending on your play style.  At night, a combo of thieves can destroy Woses, Elvish Archers, Mages, and Shaman.  Keep them in the forest hexes your opponent will want, but not in daytime.&lt;br /&gt;
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'''Poacher:''' I like using Poachers to fill up forest hexes and to attack Elvish Fighters.  Their main usefulness is as a counter-attacking utility unit to grab forest and press at night.  They are cheap, somewhat weak, but deal more dependable offensive damage than the Thunderer.  5-4 at night is equivalent to a 17 gold Elvish Archer, and you only spend 14. &lt;br /&gt;
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Whichever Chaotic unit if any you use, make sure to protect them at day.&lt;br /&gt;
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'''Footpad:''' Don't recruit this unit when fighting Rebels.&lt;br /&gt;
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'''Gryphon:''' These monsters are more useful against Rebels than Undead.  Their utility lies in fighting any water battles against the weak Merman Hunters, scouting, taking opportunistic attacks agaist poorly placed Elves, and if you find a hurt Wose, you may cosider attacking one - even though Gryphons have a weakness for Impact.  At night they do essentiall equal damage to each other, and you may not be able to get the finishing blow with one of your slower units.  Do so as a calculated risk when you only need 1 hit to kill.  Otherwise it's quite a risk.&lt;br /&gt;
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Recruit a Gryphon (maybe 2 if there's enough water or the towns are spread out) first turn along with a mix of DFs, DTs, a DU, and perhaps a DG, or some Outlaws.  If your opponent purchases scouts, feel lucky - they are next to useless against you.  Beware of ambushes, and don't scout unsure forests with your Gryphon in daytime.  Take as much tactical forest as you can with the appropriate units, and make a stranglehold on mountains.  Ulf when you get a good chance, and be ready to counter in day as well as pressing at night.  Each battle will play out differently in this matchup according to what your opponent recruits, so see what he has early, and keep track of any Woses. Also, do not let your Ulf be slowed or he is certainly dead.&lt;br /&gt;
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==Knalgans versus Drakes==&lt;br /&gt;
These guys are big and nasty.  They will burn and freeze you.  Thunderers will be your main weapon, but he will require support units as well.&lt;br /&gt;
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'''Dwarvish Ulfserker:''' Good for killing Augrs, scouts, and maybe Burners.  Not really a good choice against Drakes in general, but can serve purposes.&lt;br /&gt;
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'''Dwarvish Fighter:''' A good unit to use against saurians, but generally the DF is not how you want to go against Drakes.&lt;br /&gt;
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'''Dwarvish Guardsman:''' Guardsmen are worth the price against Drakes.  They're Pierce goes through their resistance, and a Strong one actually gets an additional point of damage on top of the point he gets for having the Strong trait (but not against Clashers).  A couple of these are an alright buy, especially if you plop them on villages.&lt;br /&gt;
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'''Dwarvish Thunderer:''' This should be your unit of choice versus Drakes.  A DT does 20-1 damage to Drakes in ranged, and Burners will do (6/5/3)-4 damage in return.  DTs have much better defense than Burners, but do suffer from having 8 less hp.  DTs have the benefit of costing 4 less gold though.  You'll want to use their &amp;quot;luck&amp;quot; attack on the easily hit Drakes as much as possible.  Thunderers should be the meat of your army.&lt;br /&gt;
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'''Thief:''' Not really useful against the Drakes, they are best used to counter Saurian Augrs, which are better countered by using Dwarven Fighters.  No real need to recruit any.&lt;br /&gt;
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'''Poacher:''' Another great unit against Drakes.  Their attack at night deals a good 5-4 against all Drakes.  Having better defense on Forest and villages, 1 or 2 of these guys aren't a bad idea.&lt;br /&gt;
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'''Footpad:''' Don't recruit this unit when fighting Drakes.&lt;br /&gt;
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'''Gryphon:''' Useful for early village grabbing, Gryphons also can be used against the weak Saurians or Drake Burners.  These flyers are probably the only way you'll hunt down retreating hurt Drakes. Don't recruit too many due to their cost and lack of a ranged defensive weapon.  Drakes can ZOC these units far better than any other faction.&lt;br /&gt;
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Recruit a Gryphon, and a good mix of DTs, DGs, a Poacher or 2, and maybe a DF.  Your opponent will likely get some Saurian mages to take away your high defense advantage, so having that DF around to take them out is usually quite helpful along with the Gryphon.  Basically, recruit Pierce, Pierce, and more Pierce.  Maintain your advantageoud defensive terrain as much as possible, because if you don't, and you put yourself on an even playing field in that respect, you will quickly be torn apart by the Drakes superior daytime damage and hp.  The daytime onslaught will be brutal, so prepare for a counter-attack and try to keep your Guardsmen up front to utilize their Steadfast.  It will be the difference between 7-4 and 6-4 daytime Burner damage and 6-4 to 5-4 daytime non-Strong Clasher damage.  The Guardsmen also have 8 more hp than the Thunderers.  If you can level a Guardsman (with 4 kills at 70% xp, or 3 kills and 1 battle if he's Intelligent), you will have a nearly undefeatable roadblock to use at your disposal.&lt;br /&gt;
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==Knalgans versus Knalgans==&lt;br /&gt;
A tough battle.  Dwarves have great defense, and no way to combat great defense.  The high hp and the resists will make this a game needing a lot of strikes to kill.  Don't think you'll be able to rush in and win - you're going to need intelligent unit placement and again, some luck.  Focus on levelling (non-Gryphon) units if possible as the added damage will be needed.&lt;br /&gt;
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'''Dwarvish Ulfserker:''' As always, one of these utility guys isn't a bad buy.  Catch a thunderer off his perch, or a Thief or Poacher in daytime, and that's one less unit to deal with.&lt;br /&gt;
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'''Dwarvish Fighter:''' One of these is a must.  Use it against any unit.  These guys are hard to kill.&lt;br /&gt;
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'''Dwarvish Guardsman:''' Use these to hold villages and frustrate your opponent.&lt;br /&gt;
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'''Dwarvish Thunderer:''' Use these to siege enemy villages or poke at DFs or Gryphons.&lt;br /&gt;
 &lt;br /&gt;
'''Thief:''' Not a good buy unless used to counter Thunderers and Poachers.  Their Blade attack does little to Dwarves unless backstabbing at night (8-3).  Better to use DFs for melee.&lt;br /&gt;
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'''Poacher:''' An alright cheap buy for ranged forest grabbing.&lt;br /&gt;
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'''Footpad:''' Don't buy this unit even if your opponent is bothering you with Gryphons.  You can get 3+ Footpads for the price of 2 Gryphons, but it's not worth it.  The weakness to Impact guarantees at least a 4-2 attack with these guys even in daytime, but unfortunately, unless you get bonus hp from traits, they will die in 2 hits from Gryphons, so it is still a risky buy - especially since they are useless against all other Knalgans.  Just say no once again.&lt;br /&gt;
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'''Gryphon:''' Useful as your only scout unit.  Use these to get behind enemy lines to village steal, kill the wounded, or to ZOC a Dwarf on bad terrain.  These guys are also good forest and plains holders for crucial areas that your Dwarves will fare poorly on.&lt;br /&gt;
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Recruit a Gryphon, a DG, a DT, a DF, probably a DU, and a mix of other useful units.  This game will be won through maintaining the hills and mountain, getting and keeping a money advantage, levelling a unit, and by waiting for your opponent to take a risk that they shouldn't.  Keep them off of your mountains at any cost.  If they get there you will spend precious moves, attacks, and hp trying to take them off.  It's usually better to ignore enemies on mountains than to fight them.&lt;br /&gt;
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==Knalgans versus Loyalists==&lt;br /&gt;
Defend in day, strike at night.  That's how the battle will go.  Beware the Horseman and Mage and be prepared to counter these heavy daytime hitters. Again, an Ulf can be your best friend, especially if you can catch a Horseman at night or a Mage.&lt;br /&gt;
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'''Dwarvish Ulfserker:''' If you get one, don't get it until turn 2 or later.  Grabbing one in your initial recruit will only make him be impotent during the first few truns of daytime.  Ulfs you will use to kill Mages, grind up horse meat at night, as well as get rid of Bowmen - though they shuoldn't be recruiting many.  You shouldn't need more than 1 unless they go mad with Mages.&lt;br /&gt;
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'''Dwarvish Fighter:''' Good to fight Spearmen, having these guys is a necessity.  These are also your best unit to defend against Heavy Infantry.&lt;br /&gt;
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'''Dwarvish Guardsman:''' Get one of these guys.  These will make your front line immune to Horsemen.  Also useful to counter-attack Cavalry, Mages, and Bowmen.  If HI get close enough, milk xp off of them with your ranged.  The level will come faster than you expect.&lt;br /&gt;
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'''Dwarvish Thunderer:''' Get 1 or 2.  Good against essentially all of the Loyalist units, the Pierce ranged is even better against the 2 mounted units.&lt;br /&gt;
 &lt;br /&gt;
'''Thief:''' These guys can be used against most Loyalist units at night, but avoid trying to backstab Spearmen.  Even at night their firststrike can get nasty on this low hp unit.  I recommend the Poacher instead of this guy.&lt;br /&gt;
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'''Poacher:''' A great unit to counter-attack Loyalists and press at night.  His multiple strikes are of better use against the high defense Fencer, though his ranged Pierce is best against the mounted units.  His attack does a modest 3-4 to HI at night (compared to a Thunderers 11-1), and this unit that you'll want to use against Spearmen outside of day as well.  Although they will be weak during day, they serve many purposes and are well worth the 14 gold.&lt;br /&gt;
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'''Footpad:''' Do not recruit this unit when fighting Loyalists.&lt;br /&gt;
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'''Gryphon:''' Useful as scouts mainly, you can use these to run down hurt horses, go for 1-attack-kills on Fencers (9% chance if they have no bonus hp), or again, to try to hold important grassland hexes.  Beware during day though, as HI, Mages, and Horsemen can all tear Gryphons apart quickly.  Recruit no more than 1.&lt;br /&gt;
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Recruit a DF, a DT, a DG, and a Gryphon depending on the layout of villages.  Fill out your army with what you think will serve you best for that particular battle.  Water battles will be nearly pointless.  Cheap Mermen with higher defense will easily rout your Gryphon(s).  Avoid sea battles unless you can taunt a Merman within range of a ranged unit (who can stand on decent terrain).  A Gryphon's extra sight is good for spotting long range Horsemen, so it usually is worth having one around, but recruit no more than one. They don't counter any unit very cost-efficiently, so use it primarily as a scout and utility unit.&lt;br /&gt;
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You'll want to press as hard as you can at night, moreso than even against Drakes.  The reason for this is that Loyalists have no level 1 Neutral or Chaotic units.  Every unit the opposing player has will suffer a penalty at night - unless he has a Lieutenant behind his front line.  Because of this possibility, don't press too close to his castle until you have maintained a monetary advantage, as you will start losing units more rapidly when he comes back at you with an additional +25%.  Put your guardsman up front - this will dissuade any Charges.  Keep a DF or DU nearby in case the player chooses to siege you with Mages.  Spearmen that attack a DG in day will deal nearly equal damage to each other, which can add up quickly.  counter any advance with Thunderers and Poachers.  Don't expose your Dwarves to poor terrain or they will die.&lt;br /&gt;
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You'll want to whittle away at HI with Poachers and DTs and you'll want to give the killing blow to a Fighter.  Upgrading DFs should be your #1 priority as they are your best defense and counter to the easy Spearman spam.  The massive hp on the level 2 will also give it the ability to withstand attacking HI and Mages.&lt;br /&gt;
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Basically, Loyalists have an incredible amount of versatility.  You'll have to play smart and counter-attack very well in order to win.  Deal free damage when you can, and limit the number of hexes you can be attacked from - especially during day.  Start commencing your attack before night actually breaks.  You'll want to maximize your advantage over those 2 turns, so make sure they don't creep away before night hits.  As always, stay on good terrain, and make sure Fencers can't skirmish around to kill any weak units you may be hiding.&lt;br /&gt;
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==Knalgans versus Northerners==&lt;br /&gt;
The biggest problem you will have with Northerners will be their numbers.  Northies will gladly trade units with you and gain a monetary advantage.  Make them depend on luck by staying on good terrain, and their high upkeep may start to become a factor.&lt;br /&gt;
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'''Dwarvish Ulfserker:''' Recruit one of these guys if you're really having a problem finishing their units off, or your opponent likes to use Assassins.  He's expensive, and Northerners are melee oriented, so most of their units will be able to take a majority of this units hp away, if not kill him.  Assassins Poison will quickly deteriorate your army's hp though, so having one may prove valuable.  Since Assassins cost 17 gold you'll only lose 2 in attrition, and you'll likely take lots of hp from another unit with you.&lt;br /&gt;
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'''Dwarvish Fighter:''' Again a necessity.  His damage dealt in defense is how you'll deal a majority of your damage.  If possible, get a rotation of these guys in the front line.  You'll deal more damage than your opponent on average, but he will come with more units - 4 Grunts cost the same as 3 DFs.&lt;br /&gt;
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'''Dwarvish Guardsman:''' Another good guys to have 1 of if not more.  He can survive nighttime assaults better than the fighter, and will still do respectable damage back to the enemy.  Use your ranged attack on Grunts to make them turn around and heal.&lt;br /&gt;
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'''Dwarvish Thunderer:''' Nice to have.  Their combination of good resists and ranged damage make them good counter-attackers.  For cheaper ranged counter-attackers, use Poachers as they will also be used to hold forest hexes.  Recruiting DTs may crowd your hill hexes, especially since that's what the Northies will be grabbing.&lt;br /&gt;
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'''Thief:''' Not a great buy against Northies.  His melee only nature along with his Chaotic alignment make him most effective in the same way Northeners are.  Avoid the urge to recruit these guys.&lt;br /&gt;
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'''Poacher:''' Again, these guys you'll want to recruit a few of.  When the Northies come after you at night, you can make a strong counter-attack with their 5-4 ranged.  &lt;br /&gt;
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'''Footpad:''' This guy can be a utility unit against Northerners, but the money is better spent elsewhere.  Footpads can harass Grunts and Wolfs, take forest hexes, and block Assassins from poisoning your Dwarves.  Not the best buy, but you may be able to get your money's worth.&lt;br /&gt;
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'''Gryphon:''' Again, it's usually good to have one of these guys to scout, plug up grassland, and be a defensive damage dealer.  He's also good for trapping/killing Assassins and being a target for their poison.&lt;br /&gt;
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The biggest thing you need to worry about will be Poison.  If you get a good foothold on mountains and hills, Poison will be the weapon of choice to knock you offyour perch.  Be ready to fill in with a replacement unit, and try to kill assassins before any other units.  Melee strikes will have to get through your resistance - poison does not.  You also don't deal any damage back when poison hits you.&lt;br /&gt;
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Recruit a DF and a mix of other good units.  Stay on towns or mountains for the first assault to minimize the effect any poison will have and reduce the chance of it hitting.  Let your opponent attack you, and then counter-attack with your Poachers and DTs if you have them - even DGs ranged will add up.  Ulf Assassins whenever you get a decent chance, as the Poison will hurt more than their melee attacks.&lt;br /&gt;
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Allow your opponent to attack you from forest hexes if they are next to mountains that you occupy.  Your 70% defense will outdo his 50% defense, and his confidence will be higher to attack since he won't be on grass.  Even if an Assassin uses that hex, if an Ulf is within reach, he should be able to take him out from on top the mountain.&lt;br /&gt;
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To kill Trolls, you will want to focus exclusively on them until they die.  It is best to ignore them and kill others than to only do a minimal amoun of damage to Trolls each turn.  Their regeneration will give them essentially limitless hp if you do this.  Kill his friends and then focus on him.  If there are several, take them out one at a time.  Try to avoid water battles with Nagas, unless there is only 1.  You won't want any Gryphons you get to be ZOCd, especially where you cannot help them, so be cautious with water battles.  &lt;br /&gt;
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To sum up, kill poisoners, get units that deal good melee damage in defense, and get good counter-attacking ranged units&lt;br /&gt;
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Back to The &amp;quot;[[How to play...]]&amp;quot; Series.&lt;/div&gt;</summary>
		<author><name>Krotop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=How_to_play_Knalgans&amp;diff=20940</id>
		<title>How to play Knalgans</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=How_to_play_Knalgans&amp;diff=20940"/>
		<updated>2008-01-19T11:01:59Z</updated>

		<summary type="html">&lt;p&gt;Krotop: /* Knalgans versus Rebels */&lt;/p&gt;
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&lt;div&gt;{{Needs update}}&lt;br /&gt;
==General Knalgan strategies:==&lt;br /&gt;
On the first turn when you have a random opponent it is good to get a mixture of units that will be good in any situation.  A Gryphon, a Dwarvish Fighter (DF), a Dwarvish Thunderer (DT), a Poacher, and a Dwarvish Ulfserker (DU) recruit would be an example of such a recruit.  When you discover what faction your opponent is, go to the appropriate section below for more advice.&lt;br /&gt;
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Obviously, you'll want to stay in hills and mountains with Dwarves at all times, unless on village.  With Outlaws, stay on non-grass terrain - mostly forests as your Dwarves will occupy the hils and mountains.  Use Gryphons to plug other hexes with his 50% defense.&lt;br /&gt;
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Neutrality and high defense, hp and resists make your Dwarves a powerful force.  There is no time they are weak if they are on the right terrain.  Your units can endure more blows, and more attempted blows than most other units in the game.  Use this to your advantage and finish off the weaker opposing units and then ZOC and heal if you can.  Ulfs are great utility killers against any unit with weak or no melee attacks.  Remember they cost 19, so use them wisely.&lt;br /&gt;
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With Knalgans, generally counter-attacks are the best attacks.  They can sustain a lot of damage before they die, so the first wave of an opponents attack is likely not to kill any of your units.  This will allow you to pick off particular units you wish to get rid of before your opponents next turn.  Focus on killing their high damage units first, if possible, if not, kill and weaken as many units as possible to decrease the chances of success for your opponent on his second turn of the attack.&lt;br /&gt;
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==Knalgans versus Undead==&lt;br /&gt;
If you know you're playing against Undead, the smartest thing to do is to recruit an ulfserker.  He will automatically kill any Dark Adept (DA) that he attacks.  He is also good for taking on Ghosts during day, or even Ghouls.  Here are units you will want to recruit to counter Undead units:&lt;br /&gt;
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'''Dwarvish Ulfserker:''' counters Dark Adepts, and most other UD units in daytime.  Don't recruit many unless the opponent has no Skeletons.  Skeletons can kill an ulf even in day.  Ulfs are also expensive, so you don't want to trade them 1-for-1 with Undead units, unless you get a Ghost.&lt;br /&gt;
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'''Dwarvish Fighter:''' counters Skeletons, Skele Archers, and is just a good high hp unit that can soak up nighttime damage for your front line.&lt;br /&gt;
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'''Dwarvish Guardsman:''' Do not recruit this unit if you are fighting Undead.  His Pierce damage is less useful than even Blade against Undead.  His low damage also makes him a bad unit to counter-attack with.&lt;br /&gt;
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'''Dwarvish Thunderer:''' This is a good unit to have in your front line in mountains.  His 70% defense and decent resists should keep him alive from nighttime Skele attacks, and his 18-1 ranged will make Dark Adepts take a risk to come after you.  They are also good to attack Ghosts, as 2 ranged hits will kill them - which even works at night.&lt;br /&gt;
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'''Thief:''' Do not recruit this unit when fighting against Undead.&lt;br /&gt;
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'''Poacher:''' A utility unit versus Undead.  It's good for finishing Ghosts and killing Walking Corpses.  It can also be used to pick at Skeletons and Ghouls.  Money is spent better on other units, but don't forget that he may be useful.&lt;br /&gt;
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'''Footpad:''' This weak character is really only useful versus Undead as a cheap scout.  His Impact damage is good against Skeletons and Skele Archers, and he has the added bonuses of being Chaotic (which deals more damage when Undead try to advance at night), and being hard to hit.  His best utility is his ranged attack versus Skeletons at night, and that's only 6-2.  Recruiting 1 on your first turn to grab villages is likely the only use you'll get from this guy, unless you need a unit to occupy forest hexes (which dwarves do very poorly at 30% defense).&lt;br /&gt;
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'''Gryphon:''' Probably not the best expenditure of gold versus Undead, but they do serve many purposes that can justify their cost: they give extended view of battle, allowing you to know what is coming and to counter appropriately; they are good for getting behind enemy lines to finish hurt Dark adepts; They serve as good ZOC units for plains and forest hexes.  Unlike the Footpad they do not have negative resistance to Blade and Pierce - the weapons of skeletons.&lt;br /&gt;
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Generally you'll want a good dose of Dwarvish Fighters, a few Thunderers, throw in a Gryphon for vision/utility, an ulf or two, and maybe a Poacher or Footpad.  Dwarfs are really what you want to use mostly for their high hp and decent resists.  This helps them survive the nightttime onslaught, and their neutrality will give them good damage in defense and also to press the attack at day.  Don't be afraid to ulf a ghost in daytime - make sure to check the CTK, but it should be good if your ulf is at high hp -  and it will be nearly certain if he is Strong.&lt;br /&gt;
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==Knalgans versus Rebels==&lt;br /&gt;
This is one of the trickiest matchups to play.  Both factions are Neutral, so neither has an advantageous time of day to attack (with their main units).  To win this battle you will need smart recruits and good unit placement, as well as a little luck; the same goes for your opponent.  Knalgans have what I would consider a slight advantage with the &amp;quot;one unit must die&amp;quot; Ulfsersker, but Rebel defense as well as heal, slow, and magic could factor to your demise.  Look for opportunities to grab mountains and hills, especially if they have no forest next to them.  Forests are your biggest enemy, so occupy them with your Outlaw counterparts or Gryphons.&lt;br /&gt;
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'''Dwarvish Ulfserker:''' counters Mages, Elvish Shaman, and often times Elvish Archers.  Again, don't recruit too many of these, as Elvish Fighters will easily come back to finish you up, and they are 5 gold cheaper.  If you get a chance to take out a mage, do so.  Not only will you gain 1 gold in attrition, but another unit will likely have to expose itself or get hurt to finish you off.  Elvish Archers should be #2 on the &amp;quot;to kill&amp;quot; list, and they are sometimes worth jeopardizing your ulf for if you catch one of them off of forest.  Again, the reasoning is you only lose 2 gold in the trade and the opponent must waste moves and usually hp in order to finish you.  Again, they may also expose themselves.  You might be able to get away with ulfing Woses if it's nighttime and you're in mountain.  Make sure he isn' a Quick, Intelligent Ulf, and check the CTK as always.&lt;br /&gt;
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'''Dwarvish Fighter:''' Again, these are the meat of your forces.  Any front without one of these will succumb to Elvish Fighters.  Dwarfs beat Elves 1-on-1, but they are more expensive.  They are good damage soakers and damage dealers.  Stay on preferred terrain at all times.&lt;br /&gt;
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'''Dwarvish Guardsman:''' Guardsmen are great for holding frontline villages and chokepoints - with backup.  A lone Guardsman can hold out for a turn, if lucky 2 or 3, while on a town, but he deals very little damage in return, especially against the ranged specialized Rebels.  Recruit 1 if necessary, and no more than 2.  They just aren't worth the lack of offensive/counter-attack units.&lt;br /&gt;
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'''Dwarvish Thunderer:''' Another staple.  This unit is great against Rebels with luck.  Stick him on a mountain and Elves will hurt themselves trying to remove you.  They aren't so great for dependable offense, but their counter-attacks are great.&lt;br /&gt;
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'''Thief:''' Unlike when fighting Undead, you'll want 1 or 2 of these guys depending on your play style.  At night, a combo of thieves can destroy Woses, Elvish Archers, Mages, and Shaman.  Keep them in the forest hexes your opponent will want, but not in daytime.&lt;br /&gt;
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'''Poacher:''' I like using Poachers to fill up forest hexes and to attack Elvish Fighters.  Their main usefulness is as a counter-attacking utility unit to grab forest and press at night.  They are cheap, somewhat weak, but deal more dependable offensive damage than the Thunderer.  5-4 at night is equivalent to a 17 gold Elvish Archer, and you only spend 14. &lt;br /&gt;
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Whichever Chaotic unit if any you use, make sure to protect them at day.&lt;br /&gt;
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'''Footpad:''' Don't recruit this unit when fighting Rebels.&lt;br /&gt;
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'''Gryphon:''' These monsters are more useful against Rebels than Undead.  Their utility lies in fighting any water battles against the weak Merman Hunters, scouting, taking opportunistic attacks agaist poorly placed Elves, and if you find a hurt Wose, you may cosider attacking one - even though Gryphons have a weakness for Impact.  At night they do essentiall equal damage to each other, and you may not be able to get the finishing blow with one of your slower units.  Do so as a calculated risk when you only need 1 hit to kill.  Otherwise it's quite a risk.&lt;br /&gt;
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Recruit a Gryphon (maybe 2 if there's enough water or the towns are spread out) first turn along with a mix of DFs, DTs, a DU, and perhaps a DG, or some Outlaws.  If your opponent purchases scouts, feel lucky - they are next to useless against you.  Beware of ambushes, and don't scout unsure forests with your Gryphon in daytime.  Take as much tactical forest as you can with the appropriate units, and make a stranglehold on mountains.  Ulf when you get a good chance, and be ready to counter in day as well as pressing at night.  Each battle will play out differently in this matchup according to what your opponent recruits, so see what he has early, and keep track of any Woses. Also, do not let your Ulf be slowed or he is certainly dead.&lt;br /&gt;
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==Knalgans versus Drakes==&lt;br /&gt;
These guys are big and nasty.  They will burn and freeze you.  Thunderers will be your main weapon, but he will require support units as well.&lt;br /&gt;
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'''Dwarvish Ulfserker:''' Good for killing Augrs, scouts, and maybe Burners.  Not really a good choice against Drakes in general, but can serve purposes.&lt;br /&gt;
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'''Dwarvish Fighter:''' A good unit to use against saurians, but generally the DF is not how you want to go against Drakes.&lt;br /&gt;
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'''Dwarvish Guardsman:''' Guardsmen are worth the price against Drakes.  They're Pierce goes through their resistance, and a Strong one actually gets an additional point of damage on top of the point he gets for having the Strong trait (but not against Clashers).  A couple of these are an alright buy, especially if you plop them on villages.&lt;br /&gt;
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'''Dwarvish Thunderer:''' This should be your unit of choice versus Drakes.  A DT does 20-1 damage to Drakes in ranged, and Burners will do (6/5/3)-4 damage in return.  DTs have much better defense than Burners, but do suffer from having 8 less hp.  DTs have the benefit of costing 4 less gold though.  You'll want to use their &amp;quot;luck&amp;quot; attack on the easily hit Drakes as much as possible.  Thunderers should be the meat of your army.&lt;br /&gt;
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'''Thief:''' Not really useful against the Drakes, they are best used to counter Saurian Augrs, which are better countered by using Dwarven Fighters.  No real need to recruit any.&lt;br /&gt;
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'''Poacher:''' Another great unit against Drakes.  Their attack at night deals a good 5-4 against all Drakes.  Having better defense on Forest and villages, 1 or 2 of these guys aren't a bad idea.&lt;br /&gt;
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'''Footpad:''' Don't recruit this unit when fighting Drakes.&lt;br /&gt;
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'''Gryphon:''' Useful for early village grabbing, Gryphons also can be used against the weak Saurians or Drake Burners.  These flyers are probably the only way you'll hunt down retreating hurt Drakes. Don't recruit too many due to their cost and lack of a ranged defensive weapon.  Drakes can ZOC these units far better than any other faction.&lt;br /&gt;
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Recruit a Gryphon, and a good mix of DTs, DGs, a Poacher or 2, and maybe a DF.  Your opponent will likely get some Saurian mages to take away your high defense advantage, so having that DF around to take them out is usually quite helpful along with the Gryphon.  Basically, recruit Pierce, Pierce, and more Pierce.  Maintain your advantageoud defensive terrain as much as possible, because if you don't, and you put yourself on an even playing field in that respect, you will quickly be torn apart by the Drakes superior daytime damage and hp.  The daytime onslaught will be brutal, so prepare for a counter-attack and try to keep your Guardsmen up front to utilize their Steadfast.  It will be the difference between 7-4 and 6-4 daytime Burner damage and 6-4 to 5-4 daytime non-Strong Clasher damage.  The Guardsmen also have 8 more hp than the Thunderers.  If you can level a Guardsman (with 4 kills at 70% xp, or 3 kills and 1 battle if he's Intelligent), you will have a nearly undefeatable roadblock to use at your disposal.&lt;br /&gt;
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==Knalgans versus Knalgans==&lt;br /&gt;
A tough battle.  Dwarves have great defense, and no way to combat great defense.  The high hp and the resists will make this a game needing a lot of strikes to kill.  Don't think you'll be able to rush in and win - you're going to need intelligent unit placement and again, some luck.  Focus on levelling (non-Gryphon) units if possible as the added damage will be needed.&lt;br /&gt;
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'''Dwarvish Ulfserker:''' As always, one of these utility guys isn't a bad buy.  Catch a thunderer off his perch, or a Thief or Poacher in daytime, and that's one less unit to deal with.&lt;br /&gt;
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'''Dwarvish Fighter:''' One of these is a must.  Use it against any unit.  These guys are hard to kill.&lt;br /&gt;
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'''Dwarvish Guardsman:''' Use these to hold villages and frustrate your opponent.&lt;br /&gt;
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'''Dwarvish Thunderer:''' Use these to siege enemy villages or poke at DFs or Gryphons.&lt;br /&gt;
 &lt;br /&gt;
'''Thief:''' Not a good buy unless used to counter Thunderers and Poachers.  Their Blade attack does little to Dwarves unless backstabbing at night (8-3).  Better to use DFs for melee.&lt;br /&gt;
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'''Poacher:''' An alright cheap buy for ranged forest grabbing.&lt;br /&gt;
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'''Footpad:''' Don't buy this unit even if your opponent is bothering you with Gryphons.  You can get 3+ Footpads for the price of 2 Gryphons, but it's not worth it.  The weakness to Impact guarantees at least a 4-2 attack with these guys even in daytime, but unfortunately, unless you get bonus hp from traits, they will die in 2 hits from Gryphons, so it is still a risky buy - especially since they are useless against all other Knalgans.  Just say no once again.&lt;br /&gt;
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'''Gryphon:''' Useful as your only scout unit.  Use these to get behind enemy lines to village steal, kill the wounded, or to ZOC a Dwarf on bad terrain.  These guys are also good forest and plains holders for crucial areas that your Dwarves will fare poorly on.&lt;br /&gt;
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Recruit a Gryphon, a DG, a DT, a DF, probably a DU, and a mix of other useful units.  This game will be won through maintaining the hills and mountain, getting and keeping a money advantage, levelling a unit, and by waiting for your opponent to take a risk that they shouldn't.  Keep them off of your mountains at any cost.  If they get there you will spend precious moves, attacks, and hp trying to take them off.  It's usually better to ignore enemies on mountains than to fight them.&lt;br /&gt;
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==Knalgans versus Loyalists==&lt;br /&gt;
Defend in day, strike at night.  That's how the battle will go.  Beware the Horseman and Mage and be prepared to counter these heavy daytime hitters. Again, an Ulf can be your best friend, especially if you can catch a Horseman at night or a Mage.&lt;br /&gt;
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'''Dwarvish Ulfserker:''' If you get one, don't get it until turn 2 or later.  Grabbing one in your initial recruit will only make him be impotent during the first few truns of daytime.  Ulfs you will use to kill Mages, grind up horse meat at night, as well as get rid of Bowmen - though they shuoldn't be recruiting many.  You shouldn't need more than 1 unless they go mad with Mages.&lt;br /&gt;
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'''Dwarvish Fighter:''' Good to fight Spearmen, having these guys is a necessity.  These are also your best unit to defend against Heavy Infantry.&lt;br /&gt;
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'''Dwarvish Guardsman:''' Get one of these guys.  These will make your front line immune to Horsemen.  Also useful to counter-attack Cavalry, Mages, and Bowmen.  If HI get close enough, milk xp off of them with your ranged.  The level will come faster than you expect.&lt;br /&gt;
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'''Dwarvish Thunderer:''' Get 1 or 2.  Good against essentially all of the Loyalist units, the Pierce ranged is even better against the 2 mounted units.&lt;br /&gt;
 &lt;br /&gt;
'''Thief:''' These guys can be used against most Loyalist units at night, but avoid trying to backstab Spearmen.  Even at night their firststrike can get nasty on this low hp unit.  I recommend the Poacher instead of this guy.&lt;br /&gt;
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'''Poacher:''' A great unit to counter-attack Loyalists and press at night.  His multiple strikes are of better use against the high defense Fencer, though his ranged Pierce is best against the mounted units.  His attack does a modest 3-4 to HI at night (compared to a Thunderers 11-1), and this unit that you'll want to use against Spearmen outside of day as well.  Although they will be weak during day, they serve many purposes and are well worth the 14 gold.&lt;br /&gt;
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'''Footpad:''' Do not recruit this unit when fighting Loyalists.&lt;br /&gt;
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'''Gryphon:''' Useful as scouts mainly, you can use these to run down hurt horses, go for 1-attack-kills on Fencers (9% chance if they have no bonus hp), or again, to try to hold important grassland hexes.  Beware during day though, as HI, Mages, and Horsemen can all tear Gryphons apart quickly.  Recruit no more than 1.&lt;br /&gt;
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Recruit a DF, a DT, a DG, and a Gryphon depending on the layout of villages.  Fill out your army with what you think will serve you best for that particular battle.  Water battles will be nearly pointless.  Cheap Mermen with higher defense will easily rout your Gryphon(s).  Avoid sea battles unless you can taunt a Merman within range of a ranged unit (who can stand on decent terrain).  A Gryphon's extra sight is good for spotting long range Horsemen, so it usually is worth having one around, but recruit no more than one. They don't counter any unit very cost-efficiently, so use it primarily as a scout and utility unit.&lt;br /&gt;
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You'll want to press as hard as you can at night, moreso than even against Drakes.  The reason for this is that Loyalists have no level 1 Neutral or Chaotic units.  Every unit the opposing player has will suffer a penalty at night - unless he has a Sergeant behind his front line.  Because of this possibility, don't press too close to his castle until you have maintained a monetary advantage, as you will start losing units more rapidly when he comes back at you with an additional +25%.  Put your guardsman up front - this will dissuade any Charges.  Keep a DF or DU nearby in case the player chooses to siege you with Mages.  Spearmen that attack a DG in day will deal nearly equal damage to each other, which can add up quickly.  counter any advance with Thunderers and Poachers.  Don't expose your Dwarves to poor terrain or they will die.&lt;br /&gt;
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You'll want to whittle away at HI with Poachers and DTs and you'll want to give the killing blow to a Fighter.  Upgrading DFs should be your #1 priority as they are your best defense and counter to the easy Spearman spam.  The massive hp on the level 2 will also give it the ability to withstand attacking HI and Mages.&lt;br /&gt;
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Basically, Loyalists have an incredible amount of versatility.  You'll have to play smart and counter-attack very well in order to win.  Deal free damage when you can, and limit the number of hexes you can be attacked from - especially during day.  Start commencing your attack before night actually breaks.  You'll want to maximize your advantage over those 2 turns, so make sure they don't creep away before night hits.  As always, stay on good terrain, and make sure Fencers can't skirmish around to kill any weak units you may be hiding.&lt;br /&gt;
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==Knalgans versus Northerners==&lt;br /&gt;
The biggest problem you will have with Northerners will be their numbers.  Northies will gladly trade units with you and gain a monetary advantage.  Make them depend on luck by staying on good terrain, and their high upkeep may start to become a factor.&lt;br /&gt;
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'''Dwarvish Ulfserker:''' Recruit one of these guys if you're really having a problem finishing their units off, or your opponent likes to use Assassins.  He's expensive, and Northerners are melee oriented, so most of their units will be able to take a majority of this units hp away, if not kill him.  Assassins Poison will quickly deteriorate your army's hp though, so having one may prove valuable.  Since Assassins cost 17 gold you'll only lose 2 in attrition, and you'll likely take lots of hp from another unit with you.&lt;br /&gt;
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'''Dwarvish Fighter:''' Again a necessity.  His damage dealt in defense is how you'll deal a majority of your damage.  If possible, get a rotation of these guys in the front line.  You'll deal more damage than your opponent on average, but he will come with more units - 4 Grunts cost the same as 3 DFs.&lt;br /&gt;
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'''Dwarvish Guardsman:''' Another good guys to have 1 of if not more.  He can survive nighttime assaults better than the fighter, and will still do respectable damage back to the enemy.  Use your ranged attack on Grunts to make them turn around and heal.&lt;br /&gt;
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'''Dwarvish Thunderer:''' Nice to have.  Their combination of good resists and ranged damage make them good counter-attackers.  For cheaper ranged counter-attackers, use Poachers as they will also be used to hold forest hexes.  Recruiting DTs may crowd your hill hexes, especially since that's what the Northies will be grabbing.&lt;br /&gt;
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'''Thief:''' Not a great buy against Northies.  His melee only nature along with his Chaotic alignment make him most effective in the same way Northeners are.  Avoid the urge to recruit these guys.&lt;br /&gt;
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'''Poacher:''' Again, these guys you'll want to recruit a few of.  When the Northies come after you at night, you can make a strong counter-attack with their 5-4 ranged.  &lt;br /&gt;
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'''Footpad:''' This guy can be a utility unit against Northerners, but the money is better spent elsewhere.  Footpads can harass Grunts and Wolfs, take forest hexes, and block Assassins from poisoning your Dwarves.  Not the best buy, but you may be able to get your money's worth.&lt;br /&gt;
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'''Gryphon:''' Again, it's usually good to have one of these guys to scout, plug up grassland, and be a defensive damage dealer.  He's also good for trapping/killing Assassins and being a target for their poison.&lt;br /&gt;
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The biggest thing you need to worry about will be Poison.  If you get a good foothold on mountains and hills, Poison will be the weapon of choice to knock you offyour perch.  Be ready to fill in with a replacement unit, and try to kill assassins before any other units.  Melee strikes will have to get through your resistance - poison does not.  You also don't deal any damage back when poison hits you.&lt;br /&gt;
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Recruit a DF and a mix of other good units.  Stay on towns or mountains for the first assault to minimize the effect any poison will have and reduce the chance of it hitting.  Let your opponent attack you, and then counter-attack with your Poachers and DTs if you have them - even DGs ranged will add up.  Ulf Assassins whenever you get a decent chance, as the Poison will hurt more than their melee attacks.&lt;br /&gt;
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Allow your opponent to attack you from forest hexes if they are next to mountains that you occupy.  Your 70% defense will outdo his 50% defense, and his confidence will be higher to attack since he won't be on grass.  Even if an Assassin uses that hex, if an Ulf is within reach, he should be able to take him out from on top the mountain.&lt;br /&gt;
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To kill Trolls, you will want to focus exclusively on them until they die.  It is best to ignore them and kill others than to only do a minimal amoun of damage to Trolls each turn.  Their regeneration will give them essentially limitless hp if you do this.  Kill his friends and then focus on him.  If there are several, take them out one at a time.  Try to avoid water battles with Nagas, unless there is only 1.  You won't want any Gryphons you get to be ZOCd, especially where you cannot help them, so be cautious with water battles.  &lt;br /&gt;
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To sum up, kill poisoners, get units that deal good melee damage in defense, and get good counter-attacking ranged units&lt;br /&gt;
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Back to The &amp;quot;[[How to play...]]&amp;quot; Series.&lt;/div&gt;</summary>
		<author><name>Krotop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=How_to_play_Knalgans&amp;diff=20939</id>
		<title>How to play Knalgans</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=How_to_play_Knalgans&amp;diff=20939"/>
		<updated>2008-01-19T10:59:35Z</updated>

		<summary type="html">&lt;p&gt;Krotop: /* Knalgans versus Undead */&lt;/p&gt;
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&lt;div&gt;{{Needs update}}&lt;br /&gt;
==General Knalgan strategies:==&lt;br /&gt;
On the first turn when you have a random opponent it is good to get a mixture of units that will be good in any situation.  A Gryphon, a Dwarvish Fighter (DF), a Dwarvish Thunderer (DT), a Poacher, and a Dwarvish Ulfserker (DU) recruit would be an example of such a recruit.  When you discover what faction your opponent is, go to the appropriate section below for more advice.&lt;br /&gt;
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Obviously, you'll want to stay in hills and mountains with Dwarves at all times, unless on village.  With Outlaws, stay on non-grass terrain - mostly forests as your Dwarves will occupy the hils and mountains.  Use Gryphons to plug other hexes with his 50% defense.&lt;br /&gt;
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Neutrality and high defense, hp and resists make your Dwarves a powerful force.  There is no time they are weak if they are on the right terrain.  Your units can endure more blows, and more attempted blows than most other units in the game.  Use this to your advantage and finish off the weaker opposing units and then ZOC and heal if you can.  Ulfs are great utility killers against any unit with weak or no melee attacks.  Remember they cost 19, so use them wisely.&lt;br /&gt;
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With Knalgans, generally counter-attacks are the best attacks.  They can sustain a lot of damage before they die, so the first wave of an opponents attack is likely not to kill any of your units.  This will allow you to pick off particular units you wish to get rid of before your opponents next turn.  Focus on killing their high damage units first, if possible, if not, kill and weaken as many units as possible to decrease the chances of success for your opponent on his second turn of the attack.&lt;br /&gt;
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==Knalgans versus Undead==&lt;br /&gt;
If you know you're playing against Undead, the smartest thing to do is to recruit an ulfserker.  He will automatically kill any Dark Adept (DA) that he attacks.  He is also good for taking on Ghosts during day, or even Ghouls.  Here are units you will want to recruit to counter Undead units:&lt;br /&gt;
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'''Dwarvish Ulfserker:''' counters Dark Adepts, and most other UD units in daytime.  Don't recruit many unless the opponent has no Skeletons.  Skeletons can kill an ulf even in day.  Ulfs are also expensive, so you don't want to trade them 1-for-1 with Undead units, unless you get a Ghost.&lt;br /&gt;
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'''Dwarvish Fighter:''' counters Skeletons, Skele Archers, and is just a good high hp unit that can soak up nighttime damage for your front line.&lt;br /&gt;
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'''Dwarvish Guardsman:''' Do not recruit this unit if you are fighting Undead.  His Pierce damage is less useful than even Blade against Undead.  His low damage also makes him a bad unit to counter-attack with.&lt;br /&gt;
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'''Dwarvish Thunderer:''' This is a good unit to have in your front line in mountains.  His 70% defense and decent resists should keep him alive from nighttime Skele attacks, and his 18-1 ranged will make Dark Adepts take a risk to come after you.  They are also good to attack Ghosts, as 2 ranged hits will kill them - which even works at night.&lt;br /&gt;
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'''Thief:''' Do not recruit this unit when fighting against Undead.&lt;br /&gt;
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'''Poacher:''' A utility unit versus Undead.  It's good for finishing Ghosts and killing Walking Corpses.  It can also be used to pick at Skeletons and Ghouls.  Money is spent better on other units, but don't forget that he may be useful.&lt;br /&gt;
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'''Footpad:''' This weak character is really only useful versus Undead as a cheap scout.  His Impact damage is good against Skeletons and Skele Archers, and he has the added bonuses of being Chaotic (which deals more damage when Undead try to advance at night), and being hard to hit.  His best utility is his ranged attack versus Skeletons at night, and that's only 6-2.  Recruiting 1 on your first turn to grab villages is likely the only use you'll get from this guy, unless you need a unit to occupy forest hexes (which dwarves do very poorly at 30% defense).&lt;br /&gt;
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'''Gryphon:''' Probably not the best expenditure of gold versus Undead, but they do serve many purposes that can justify their cost: they give extended view of battle, allowing you to know what is coming and to counter appropriately; they are good for getting behind enemy lines to finish hurt Dark adepts; They serve as good ZOC units for plains and forest hexes.  Unlike the Footpad they do not have negative resistance to Blade and Pierce - the weapons of skeletons.&lt;br /&gt;
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Generally you'll want a good dose of Dwarvish Fighters, a few Thunderers, throw in a Gryphon for vision/utility, an ulf or two, and maybe a Poacher or Footpad.  Dwarfs are really what you want to use mostly for their high hp and decent resists.  This helps them survive the nightttime onslaught, and their neutrality will give them good damage in defense and also to press the attack at day.  Don't be afraid to ulf a ghost in daytime - make sure to check the CTK, but it should be good if your ulf is at high hp -  and it will be nearly certain if he is Strong.&lt;br /&gt;
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==Knalgans versus Rebels==&lt;br /&gt;
This is one of the trickiest matchups to play.  Both factions are Neutral, so neither has an advantageous time of day to attack (with their main units).  To win this battle you will need smart recruits and good unit placement, as well as a little luck; the same goes for your opponent.  Knalgans have what I would consider a slight advantage with the &amp;quot;one unit must die&amp;quot; Ulfsersker, but Rebel defense as well as heal, slow, and magic could factor to your demise.  Look for opportunities grab mountains and hills, especially if the have no forest next to them.  Forests are your biggest enemy, so occupy them with your Outlaw counterparts or Gryphons.&lt;br /&gt;
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'''Dwarvish Ulfserker:''' counters Mages, Elvish Shaman, and often times Elvish Archers.  Again, don't recruit too many of these, as Elvish Fighters will easily come back to finish you up, and they are 5 gold cheaper.  If you get a chance to take out a mage, do so.  Not only will you gain 1 gold in attrition, but another unit will likely have to expose itself or get hurt to finish you off.  Elvish Archers should be #2 on the &amp;quot;to kill&amp;quot; list, and they are sometimes worth jeopardizing your ulf for if you catch one of them off of forest.  Again, the reasoning is you only lose 2 gold in the trade and the opponent must waste moves and usually hp in order to finish you.  Again, they may also expose themselves.  You might be able to get away with ulfing Woses if it's nighttime and you're in mountain.  Make sure he isn' a Quick, Intelligent Ulf, and check the CTK as always.&lt;br /&gt;
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'''Dwarvish Fighter:''' Again, these are the meat of your forces.  Any front without one of these will succumb to Elvish Fighters.  Dwarfs beat Elves 1-on-1, but they are more expensive.  They are good damage soakers and damage dealers.  Stay on preferred terrain at all times.&lt;br /&gt;
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'''Dwarvish Guardsman:''' Guardsmen are great for holding frontline villages and chokepoints - with backup.  A lone Guardsman can hold out for a turn, if lucky 2 or 3, while on a town, but he deals very little damage in return, especially against the ranged specialized Rebels.  Recruit 1 if necessary, and no more than 2.  They just aren't worth the lack of offensive/counter-attack units.&lt;br /&gt;
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'''Dwarvish Thunderer:''' Another staple.  This unit is great against Rebels with luck.  Stick him on a mountain and Elves will hurt themselves trying to remove you.  They aren't so great for dependable offense, but their counter-attacks are great.&lt;br /&gt;
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'''Thief:''' Unlike when fighting Undead, you'll want 1 or 2 of these guys depending on your play style.  At night, a combo of thieves can destroy Woses, Elvish Archers, Mages, and Shaman.  Keep them in the forest hexes your opponent will want, but not in daytime.&lt;br /&gt;
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'''Poacher:''' I like using Poachers to fill up forest hexes and to attack Elvish Fighters.  Their main usefulness is as a counter-attacking utility unit to grab forest and press at night.  They are cheap, somewhat weak, but deal more dependable offensive damage than the Thunderer.  5-4 at night is equivalent to a 17 gold Elvish Archer, and you only spend 14. &lt;br /&gt;
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Whichever Chaotic unit if any you use, make sure to protect them at day.&lt;br /&gt;
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'''Footpad:''' Don't recruit this unit when fighting Rebels.&lt;br /&gt;
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'''Gryphon:''' These monsters are more useful against Rebels than Undead.  Their utility lies in fighting any water battles against the weak Merman Hunters, scouting, taking opportunistic attacks agaist poorly placed Elves, and if you find a hurt Wose, you may cosider attacking one - even though Gryphons have a weakness for Impact.  At night they do essentiall equal damage to each other, and you may not be able to get the finishing blow with one of your slower units.  Do so as a calculated risk when you only need 1 hit to kill.  Otherwise it's quite a risk.&lt;br /&gt;
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Recruit a Gryphon (maybe 2 if there's enough water or the towns are spread out) first turn along with a mix of DFs, DTs, a DU, and perhaps a DG, or some Outlaws.  If your opponent purchases scouts, feel lucky - they are next to useless against you.  Beware of ambushes, and don't scout unsure forests with your Gryphon in daytime.  Take as much tactical forest as you can with the appropriate units, and make a stranglehold on mountains.  Ulf when you get a good chance, and be ready to counter in day as well as pressing at night.  Each battle will play out differently in this matchup according to what your opponent recruits, so see what he has early, and keep track of any Woses. Also, do not let your Ulf be slowed or he is certainly dead.&lt;br /&gt;
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==Knalgans versus Drakes==&lt;br /&gt;
These guys are big and nasty.  They will burn and freeze you.  Thunderers will be your main weapon, but he will require support units as well.&lt;br /&gt;
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'''Dwarvish Ulfserker:''' Good for killing Augrs, scouts, and maybe Burners.  Not really a good choice against Drakes in general, but can serve purposes.&lt;br /&gt;
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'''Dwarvish Fighter:''' A good unit to use against saurians, but generally the DF is not how you want to go against Drakes.&lt;br /&gt;
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'''Dwarvish Guardsman:''' Guardsmen are worth the price against Drakes.  They're Pierce goes through their resistance, and a Strong one actually gets an additional point of damage on top of the point he gets for having the Strong trait (but not against Clashers).  A couple of these are an alright buy, especially if you plop them on villages.&lt;br /&gt;
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'''Dwarvish Thunderer:''' This should be your unit of choice versus Drakes.  A DT does 20-1 damage to Drakes in ranged, and Burners will do (6/5/3)-4 damage in return.  DTs have much better defense than Burners, but do suffer from having 8 less hp.  DTs have the benefit of costing 4 less gold though.  You'll want to use their &amp;quot;luck&amp;quot; attack on the easily hit Drakes as much as possible.  Thunderers should be the meat of your army.&lt;br /&gt;
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'''Thief:''' Not really useful against the Drakes, they are best used to counter Saurian Augrs, which are better countered by using Dwarven Fighters.  No real need to recruit any.&lt;br /&gt;
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'''Poacher:''' Another great unit against Drakes.  Their attack at night deals a good 5-4 against all Drakes.  Having better defense on Forest and villages, 1 or 2 of these guys aren't a bad idea.&lt;br /&gt;
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'''Footpad:''' Don't recruit this unit when fighting Drakes.&lt;br /&gt;
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'''Gryphon:''' Useful for early village grabbing, Gryphons also can be used against the weak Saurians or Drake Burners.  These flyers are probably the only way you'll hunt down retreating hurt Drakes. Don't recruit too many due to their cost and lack of a ranged defensive weapon.  Drakes can ZOC these units far better than any other faction.&lt;br /&gt;
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Recruit a Gryphon, and a good mix of DTs, DGs, a Poacher or 2, and maybe a DF.  Your opponent will likely get some Saurian mages to take away your high defense advantage, so having that DF around to take them out is usually quite helpful along with the Gryphon.  Basically, recruit Pierce, Pierce, and more Pierce.  Maintain your advantageoud defensive terrain as much as possible, because if you don't, and you put yourself on an even playing field in that respect, you will quickly be torn apart by the Drakes superior daytime damage and hp.  The daytime onslaught will be brutal, so prepare for a counter-attack and try to keep your Guardsmen up front to utilize their Steadfast.  It will be the difference between 7-4 and 6-4 daytime Burner damage and 6-4 to 5-4 daytime non-Strong Clasher damage.  The Guardsmen also have 8 more hp than the Thunderers.  If you can level a Guardsman (with 4 kills at 70% xp, or 3 kills and 1 battle if he's Intelligent), you will have a nearly undefeatable roadblock to use at your disposal.&lt;br /&gt;
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==Knalgans versus Knalgans==&lt;br /&gt;
A tough battle.  Dwarves have great defense, and no way to combat great defense.  The high hp and the resists will make this a game needing a lot of strikes to kill.  Don't think you'll be able to rush in and win - you're going to need intelligent unit placement and again, some luck.  Focus on levelling (non-Gryphon) units if possible as the added damage will be needed.&lt;br /&gt;
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'''Dwarvish Ulfserker:''' As always, one of these utility guys isn't a bad buy.  Catch a thunderer off his perch, or a Thief or Poacher in daytime, and that's one less unit to deal with.&lt;br /&gt;
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'''Dwarvish Fighter:''' One of these is a must.  Use it against any unit.  These guys are hard to kill.&lt;br /&gt;
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'''Dwarvish Guardsman:''' Use these to hold villages and frustrate your opponent.&lt;br /&gt;
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'''Dwarvish Thunderer:''' Use these to siege enemy villages or poke at DFs or Gryphons.&lt;br /&gt;
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'''Thief:''' Not a good buy unless used to counter Thunderers and Poachers.  Their Blade attack does little to Dwarves unless backstabbing at night (8-3).  Better to use DFs for melee.&lt;br /&gt;
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'''Poacher:''' An alright cheap buy for ranged forest grabbing.&lt;br /&gt;
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'''Footpad:''' Don't buy this unit even if your opponent is bothering you with Gryphons.  You can get 3+ Footpads for the price of 2 Gryphons, but it's not worth it.  The weakness to Impact guarantees at least a 4-2 attack with these guys even in daytime, but unfortunately, unless you get bonus hp from traits, they will die in 2 hits from Gryphons, so it is still a risky buy - especially since they are useless against all other Knalgans.  Just say no once again.&lt;br /&gt;
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'''Gryphon:''' Useful as your only scout unit.  Use these to get behind enemy lines to village steal, kill the wounded, or to ZOC a Dwarf on bad terrain.  These guys are also good forest and plains holders for crucial areas that your Dwarves will fare poorly on.&lt;br /&gt;
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Recruit a Gryphon, a DG, a DT, a DF, probably a DU, and a mix of other useful units.  This game will be won through maintaining the hills and mountain, getting and keeping a money advantage, levelling a unit, and by waiting for your opponent to take a risk that they shouldn't.  Keep them off of your mountains at any cost.  If they get there you will spend precious moves, attacks, and hp trying to take them off.  It's usually better to ignore enemies on mountains than to fight them.&lt;br /&gt;
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==Knalgans versus Loyalists==&lt;br /&gt;
Defend in day, strike at night.  That's how the battle will go.  Beware the Horseman and Mage and be prepared to counter these heavy daytime hitters. Again, an Ulf can be your best friend, especially if you can catch a Horseman at night or a Mage.&lt;br /&gt;
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'''Dwarvish Ulfserker:''' If you get one, don't get it until turn 2 or later.  Grabbing one in your initial recruit will only make him be impotent during the first few truns of daytime.  Ulfs you will use to kill Mages, grind up horse meat at night, as well as get rid of Bowmen - though they shuoldn't be recruiting many.  You shouldn't need more than 1 unless they go mad with Mages.&lt;br /&gt;
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'''Dwarvish Fighter:''' Good to fight Spearmen, having these guys is a necessity.  These are also your best unit to defend against Heavy Infantry.&lt;br /&gt;
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'''Dwarvish Guardsman:''' Get one of these guys.  These will make your front line immune to Horsemen.  Also useful to counter-attack Cavalry, Mages, and Bowmen.  If HI get close enough, milk xp off of them with your ranged.  The level will come faster than you expect.&lt;br /&gt;
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'''Dwarvish Thunderer:''' Get 1 or 2.  Good against essentially all of the Loyalist units, the Pierce ranged is even better against the 2 mounted units.&lt;br /&gt;
 &lt;br /&gt;
'''Thief:''' These guys can be used against most Loyalist units at night, but avoid trying to backstab Spearmen.  Even at night their firststrike can get nasty on this low hp unit.  I recommend the Poacher instead of this guy.&lt;br /&gt;
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'''Poacher:''' A great unit to counter-attack Loyalists and press at night.  His multiple strikes are of better use against the high defense Fencer, though his ranged Pierce is best against the mounted units.  His attack does a modest 3-4 to HI at night (compared to a Thunderers 11-1), and this unit that you'll want to use against Spearmen outside of day as well.  Although they will be weak during day, they serve many purposes and are well worth the 14 gold.&lt;br /&gt;
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'''Footpad:''' Do not recruit this unit when fighting Loyalists.&lt;br /&gt;
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'''Gryphon:''' Useful as scouts mainly, you can use these to run down hurt horses, go for 1-attack-kills on Fencers (9% chance if they have no bonus hp), or again, to try to hold important grassland hexes.  Beware during day though, as HI, Mages, and Horsemen can all tear Gryphons apart quickly.  Recruit no more than 1.&lt;br /&gt;
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Recruit a DF, a DT, a DG, and a Gryphon depending on the layout of villages.  Fill out your army with what you think will serve you best for that particular battle.  Water battles will be nearly pointless.  Cheap Mermen with higher defense will easily rout your Gryphon(s).  Avoid sea battles unless you can taunt a Merman within range of a ranged unit (who can stand on decent terrain).  A Gryphon's extra sight is good for spotting long range Horsemen, so it usually is worth having one around, but recruit no more than one. They don't counter any unit very cost-efficiently, so use it primarily as a scout and utility unit.&lt;br /&gt;
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You'll want to press as hard as you can at night, moreso than even against Drakes.  The reason for this is that Loyalists have no level 1 Neutral or Chaotic units.  Every unit the opposing player has will suffer a penalty at night - unless he has a Sergeant behind his front line.  Because of this possibility, don't press too close to his castle until you have maintained a monetary advantage, as you will start losing units more rapidly when he comes back at you with an additional +25%.  Put your guardsman up front - this will dissuade any Charges.  Keep a DF or DU nearby in case the player chooses to siege you with Mages.  Spearmen that attack a DG in day will deal nearly equal damage to each other, which can add up quickly.  counter any advance with Thunderers and Poachers.  Don't expose your Dwarves to poor terrain or they will die.&lt;br /&gt;
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You'll want to whittle away at HI with Poachers and DTs and you'll want to give the killing blow to a Fighter.  Upgrading DFs should be your #1 priority as they are your best defense and counter to the easy Spearman spam.  The massive hp on the level 2 will also give it the ability to withstand attacking HI and Mages.&lt;br /&gt;
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Basically, Loyalists have an incredible amount of versatility.  You'll have to play smart and counter-attack very well in order to win.  Deal free damage when you can, and limit the number of hexes you can be attacked from - especially during day.  Start commencing your attack before night actually breaks.  You'll want to maximize your advantage over those 2 turns, so make sure they don't creep away before night hits.  As always, stay on good terrain, and make sure Fencers can't skirmish around to kill any weak units you may be hiding.&lt;br /&gt;
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==Knalgans versus Northerners==&lt;br /&gt;
The biggest problem you will have with Northerners will be their numbers.  Northies will gladly trade units with you and gain a monetary advantage.  Make them depend on luck by staying on good terrain, and their high upkeep may start to become a factor.&lt;br /&gt;
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'''Dwarvish Ulfserker:''' Recruit one of these guys if you're really having a problem finishing their units off, or your opponent likes to use Assassins.  He's expensive, and Northerners are melee oriented, so most of their units will be able to take a majority of this units hp away, if not kill him.  Assassins Poison will quickly deteriorate your army's hp though, so having one may prove valuable.  Since Assassins cost 17 gold you'll only lose 2 in attrition, and you'll likely take lots of hp from another unit with you.&lt;br /&gt;
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'''Dwarvish Fighter:''' Again a necessity.  His damage dealt in defense is how you'll deal a majority of your damage.  If possible, get a rotation of these guys in the front line.  You'll deal more damage than your opponent on average, but he will come with more units - 4 Grunts cost the same as 3 DFs.&lt;br /&gt;
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'''Dwarvish Guardsman:''' Another good guys to have 1 of if not more.  He can survive nighttime assaults better than the fighter, and will still do respectable damage back to the enemy.  Use your ranged attack on Grunts to make them turn around and heal.&lt;br /&gt;
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'''Dwarvish Thunderer:''' Nice to have.  Their combination of good resists and ranged damage make them good counter-attackers.  For cheaper ranged counter-attackers, use Poachers as they will also be used to hold forest hexes.  Recruiting DTs may crowd your hill hexes, especially since that's what the Northies will be grabbing.&lt;br /&gt;
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'''Thief:''' Not a great buy against Northies.  His melee only nature along with his Chaotic alignment make him most effective in the same way Northeners are.  Avoid the urge to recruit these guys.&lt;br /&gt;
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'''Poacher:''' Again, these guys you'll want to recruit a few of.  When the Northies come after you at night, you can make a strong counter-attack with their 5-4 ranged.  &lt;br /&gt;
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'''Footpad:''' This guy can be a utility unit against Northerners, but the money is better spent elsewhere.  Footpads can harass Grunts and Wolfs, take forest hexes, and block Assassins from poisoning your Dwarves.  Not the best buy, but you may be able to get your money's worth.&lt;br /&gt;
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'''Gryphon:''' Again, it's usually good to have one of these guys to scout, plug up grassland, and be a defensive damage dealer.  He's also good for trapping/killing Assassins and being a target for their poison.&lt;br /&gt;
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The biggest thing you need to worry about will be Poison.  If you get a good foothold on mountains and hills, Poison will be the weapon of choice to knock you offyour perch.  Be ready to fill in with a replacement unit, and try to kill assassins before any other units.  Melee strikes will have to get through your resistance - poison does not.  You also don't deal any damage back when poison hits you.&lt;br /&gt;
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Recruit a DF and a mix of other good units.  Stay on towns or mountains for the first assault to minimize the effect any poison will have and reduce the chance of it hitting.  Let your opponent attack you, and then counter-attack with your Poachers and DTs if you have them - even DGs ranged will add up.  Ulf Assassins whenever you get a decent chance, as the Poison will hurt more than their melee attacks.&lt;br /&gt;
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Allow your opponent to attack you from forest hexes if they are next to mountains that you occupy.  Your 70% defense will outdo his 50% defense, and his confidence will be higher to attack since he won't be on grass.  Even if an Assassin uses that hex, if an Ulf is within reach, he should be able to take him out from on top the mountain.&lt;br /&gt;
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To kill Trolls, you will want to focus exclusively on them until they die.  It is best to ignore them and kill others than to only do a minimal amoun of damage to Trolls each turn.  Their regeneration will give them essentially limitless hp if you do this.  Kill his friends and then focus on him.  If there are several, take them out one at a time.  Try to avoid water battles with Nagas, unless there is only 1.  You won't want any Gryphons you get to be ZOCd, especially where you cannot help them, so be cautious with water battles.  &lt;br /&gt;
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To sum up, kill poisoners, get units that deal good melee damage in defense, and get good counter-attacking ranged units&lt;br /&gt;
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Back to The &amp;quot;[[How to play...]]&amp;quot; Series.&lt;/div&gt;</summary>
		<author><name>Krotop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=How_to_play_Knalgans&amp;diff=20938</id>
		<title>How to play Knalgans</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=How_to_play_Knalgans&amp;diff=20938"/>
		<updated>2008-01-19T10:59:01Z</updated>

		<summary type="html">&lt;p&gt;Krotop: /* Knalgans versus Undead */&lt;/p&gt;
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&lt;div&gt;{{Needs update}}&lt;br /&gt;
==General Knalgan strategies:==&lt;br /&gt;
On the first turn when you have a random opponent it is good to get a mixture of units that will be good in any situation.  A Gryphon, a Dwarvish Fighter (DF), a Dwarvish Thunderer (DT), a Poacher, and a Dwarvish Ulfserker (DU) recruit would be an example of such a recruit.  When you discover what faction your opponent is, go to the appropriate section below for more advice.&lt;br /&gt;
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Obviously, you'll want to stay in hills and mountains with Dwarves at all times, unless on village.  With Outlaws, stay on non-grass terrain - mostly forests as your Dwarves will occupy the hils and mountains.  Use Gryphons to plug other hexes with his 50% defense.&lt;br /&gt;
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Neutrality and high defense, hp and resists make your Dwarves a powerful force.  There is no time they are weak if they are on the right terrain.  Your units can endure more blows, and more attempted blows than most other units in the game.  Use this to your advantage and finish off the weaker opposing units and then ZOC and heal if you can.  Ulfs are great utility killers against any unit with weak or no melee attacks.  Remember they cost 19, so use them wisely.&lt;br /&gt;
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With Knalgans, generally counter-attacks are the best attacks.  They can sustain a lot of damage before they die, so the first wave of an opponents attack is likely not to kill any of your units.  This will allow you to pick off particular units you wish to get rid of before your opponents next turn.  Focus on killing their high damage units first, if possible, if not, kill and weaken as many units as possible to decrease the chances of success for your opponent on his second turn of the attack.&lt;br /&gt;
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==Knalgans versus Undead==&lt;br /&gt;
If you know you're playing against Undead, the smartest thing to do is to recruit an ulfserker.  He will automatically kill any Dark Adept (DA) that he attacks.  He is also good for taking on Ghosts during day, or even Ghouls.  Here are units you will want to recruit to counter Undead units:&lt;br /&gt;
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'''Dwarvish Ulfserker:''' counters Dark Adepts, and most other UD units in daytime.  Don't recruit many unless the opponent has no Skeletons.  Skeletons can kill an ulf even in day.  Ulfs are also expensive, so you don't want to trade them 1-for-1 with Undead units, unless you get a Ghost.&lt;br /&gt;
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'''Dwarvish Fighter:''' counters Skeletons, Skele Archers, and is just a good high hp unit that can soak up nighttime damage for your front line.&lt;br /&gt;
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'''Dwarvish Guardsman:''' Do not recruit this unit if you are fighting Undead.  His Pierce damage is less useful than even Blade against Undead.  His low damage also makes him a bad unit to counter-attack with.&lt;br /&gt;
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'''Dwarvish Thunderer:''' This is a good unit to have in your front line in mountains.  His 70% defense and decent resists should keep him alive from nighttime Skele attacks, and his 18-1 ranged will make Dark Adepts take a risk to come after you.  They are also good to attack Ghosts, as 2 ranged hits will kill them - which even works at night.&lt;br /&gt;
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'''Thief:''' Do not recruit this unit when fighting against Undead.&lt;br /&gt;
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'''Poacher:''' A utility unit versus Undead.  It's good for finishing Ghosts and killing Walking Corpses.  It can also be used to pick at Skeletons and Ghouls.  Money is spent better on other units, but don't forget that he may be useful.&lt;br /&gt;
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'''Footpad:''' This weak character is really only useful versus Undead as a cheap scout.  His Impact damage is good against Skeletons and Skele Archers, and he has the added bonuses of being Chaotic (which deals more damage when Undead try to advance at night), and being hard to hit.  His best utility is his ranged attack versus Skeletons at night, and that's only 6-2.  Recruiting 1 on your first turn to grab villages is likely the only use you'll get from this guy, unless you need a unit to occupy forest hexes (which dwarves do very poorly at 30% defense).&lt;br /&gt;
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'''Gryphon:''' Probably not the best expenditure of gold versus Undead, but they do serve many purposes that can justify their cost: they give extended view of battle, allowing you to know what is coming and to counter appropriately; they are good for getting behind enemy lines to finish hurt Dark adepts; They serve as good ZOC units for plains and forest hexes.  Unlike the Footpad they do not have negative resistance to Blade and Pierce - the weapons of skeletons.&lt;br /&gt;
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Generally you'll want a good dose of Dwarvish Fighters, a few Thunderers, throw in a Gryphon for vision/utility, an ulf or two, and maybe a Poacher or Footpad.  Dwarfs are really what you want to use mostly for their high hp and decent resists.  This helps them survive the nightttime onslaught, and their neutrality will give them good damage in defense and also to press the attack at day.  Don't be afraid to ulf a ghost in daytime - make sure to check the CTK, but it will be good if your ulf is at high hp -  and it will be nearly certain if he is Strong.&lt;br /&gt;
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==Knalgans versus Rebels==&lt;br /&gt;
This is one of the trickiest matchups to play.  Both factions are Neutral, so neither has an advantageous time of day to attack (with their main units).  To win this battle you will need smart recruits and good unit placement, as well as a little luck; the same goes for your opponent.  Knalgans have what I would consider a slight advantage with the &amp;quot;one unit must die&amp;quot; Ulfsersker, but Rebel defense as well as heal, slow, and magic could factor to your demise.  Look for opportunities grab mountains and hills, especially if the have no forest next to them.  Forests are your biggest enemy, so occupy them with your Outlaw counterparts or Gryphons.&lt;br /&gt;
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'''Dwarvish Ulfserker:''' counters Mages, Elvish Shaman, and often times Elvish Archers.  Again, don't recruit too many of these, as Elvish Fighters will easily come back to finish you up, and they are 5 gold cheaper.  If you get a chance to take out a mage, do so.  Not only will you gain 1 gold in attrition, but another unit will likely have to expose itself or get hurt to finish you off.  Elvish Archers should be #2 on the &amp;quot;to kill&amp;quot; list, and they are sometimes worth jeopardizing your ulf for if you catch one of them off of forest.  Again, the reasoning is you only lose 2 gold in the trade and the opponent must waste moves and usually hp in order to finish you.  Again, they may also expose themselves.  You might be able to get away with ulfing Woses if it's nighttime and you're in mountain.  Make sure he isn' a Quick, Intelligent Ulf, and check the CTK as always.&lt;br /&gt;
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'''Dwarvish Fighter:''' Again, these are the meat of your forces.  Any front without one of these will succumb to Elvish Fighters.  Dwarfs beat Elves 1-on-1, but they are more expensive.  They are good damage soakers and damage dealers.  Stay on preferred terrain at all times.&lt;br /&gt;
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'''Dwarvish Guardsman:''' Guardsmen are great for holding frontline villages and chokepoints - with backup.  A lone Guardsman can hold out for a turn, if lucky 2 or 3, while on a town, but he deals very little damage in return, especially against the ranged specialized Rebels.  Recruit 1 if necessary, and no more than 2.  They just aren't worth the lack of offensive/counter-attack units.&lt;br /&gt;
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'''Dwarvish Thunderer:''' Another staple.  This unit is great against Rebels with luck.  Stick him on a mountain and Elves will hurt themselves trying to remove you.  They aren't so great for dependable offense, but their counter-attacks are great.&lt;br /&gt;
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'''Thief:''' Unlike when fighting Undead, you'll want 1 or 2 of these guys depending on your play style.  At night, a combo of thieves can destroy Woses, Elvish Archers, Mages, and Shaman.  Keep them in the forest hexes your opponent will want, but not in daytime.&lt;br /&gt;
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'''Poacher:''' I like using Poachers to fill up forest hexes and to attack Elvish Fighters.  Their main usefulness is as a counter-attacking utility unit to grab forest and press at night.  They are cheap, somewhat weak, but deal more dependable offensive damage than the Thunderer.  5-4 at night is equivalent to a 17 gold Elvish Archer, and you only spend 14. &lt;br /&gt;
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Whichever Chaotic unit if any you use, make sure to protect them at day.&lt;br /&gt;
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'''Footpad:''' Don't recruit this unit when fighting Rebels.&lt;br /&gt;
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'''Gryphon:''' These monsters are more useful against Rebels than Undead.  Their utility lies in fighting any water battles against the weak Merman Hunters, scouting, taking opportunistic attacks agaist poorly placed Elves, and if you find a hurt Wose, you may cosider attacking one - even though Gryphons have a weakness for Impact.  At night they do essentiall equal damage to each other, and you may not be able to get the finishing blow with one of your slower units.  Do so as a calculated risk when you only need 1 hit to kill.  Otherwise it's quite a risk.&lt;br /&gt;
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Recruit a Gryphon (maybe 2 if there's enough water or the towns are spread out) first turn along with a mix of DFs, DTs, a DU, and perhaps a DG, or some Outlaws.  If your opponent purchases scouts, feel lucky - they are next to useless against you.  Beware of ambushes, and don't scout unsure forests with your Gryphon in daytime.  Take as much tactical forest as you can with the appropriate units, and make a stranglehold on mountains.  Ulf when you get a good chance, and be ready to counter in day as well as pressing at night.  Each battle will play out differently in this matchup according to what your opponent recruits, so see what he has early, and keep track of any Woses. Also, do not let your Ulf be slowed or he is certainly dead.&lt;br /&gt;
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==Knalgans versus Drakes==&lt;br /&gt;
These guys are big and nasty.  They will burn and freeze you.  Thunderers will be your main weapon, but he will require support units as well.&lt;br /&gt;
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'''Dwarvish Ulfserker:''' Good for killing Augrs, scouts, and maybe Burners.  Not really a good choice against Drakes in general, but can serve purposes.&lt;br /&gt;
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'''Dwarvish Fighter:''' A good unit to use against saurians, but generally the DF is not how you want to go against Drakes.&lt;br /&gt;
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'''Dwarvish Guardsman:''' Guardsmen are worth the price against Drakes.  They're Pierce goes through their resistance, and a Strong one actually gets an additional point of damage on top of the point he gets for having the Strong trait (but not against Clashers).  A couple of these are an alright buy, especially if you plop them on villages.&lt;br /&gt;
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'''Dwarvish Thunderer:''' This should be your unit of choice versus Drakes.  A DT does 20-1 damage to Drakes in ranged, and Burners will do (6/5/3)-4 damage in return.  DTs have much better defense than Burners, but do suffer from having 8 less hp.  DTs have the benefit of costing 4 less gold though.  You'll want to use their &amp;quot;luck&amp;quot; attack on the easily hit Drakes as much as possible.  Thunderers should be the meat of your army.&lt;br /&gt;
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'''Thief:''' Not really useful against the Drakes, they are best used to counter Saurian Augrs, which are better countered by using Dwarven Fighters.  No real need to recruit any.&lt;br /&gt;
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'''Poacher:''' Another great unit against Drakes.  Their attack at night deals a good 5-4 against all Drakes.  Having better defense on Forest and villages, 1 or 2 of these guys aren't a bad idea.&lt;br /&gt;
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'''Footpad:''' Don't recruit this unit when fighting Drakes.&lt;br /&gt;
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'''Gryphon:''' Useful for early village grabbing, Gryphons also can be used against the weak Saurians or Drake Burners.  These flyers are probably the only way you'll hunt down retreating hurt Drakes. Don't recruit too many due to their cost and lack of a ranged defensive weapon.  Drakes can ZOC these units far better than any other faction.&lt;br /&gt;
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Recruit a Gryphon, and a good mix of DTs, DGs, a Poacher or 2, and maybe a DF.  Your opponent will likely get some Saurian mages to take away your high defense advantage, so having that DF around to take them out is usually quite helpful along with the Gryphon.  Basically, recruit Pierce, Pierce, and more Pierce.  Maintain your advantageoud defensive terrain as much as possible, because if you don't, and you put yourself on an even playing field in that respect, you will quickly be torn apart by the Drakes superior daytime damage and hp.  The daytime onslaught will be brutal, so prepare for a counter-attack and try to keep your Guardsmen up front to utilize their Steadfast.  It will be the difference between 7-4 and 6-4 daytime Burner damage and 6-4 to 5-4 daytime non-Strong Clasher damage.  The Guardsmen also have 8 more hp than the Thunderers.  If you can level a Guardsman (with 4 kills at 70% xp, or 3 kills and 1 battle if he's Intelligent), you will have a nearly undefeatable roadblock to use at your disposal.&lt;br /&gt;
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==Knalgans versus Knalgans==&lt;br /&gt;
A tough battle.  Dwarves have great defense, and no way to combat great defense.  The high hp and the resists will make this a game needing a lot of strikes to kill.  Don't think you'll be able to rush in and win - you're going to need intelligent unit placement and again, some luck.  Focus on levelling (non-Gryphon) units if possible as the added damage will be needed.&lt;br /&gt;
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'''Dwarvish Ulfserker:''' As always, one of these utility guys isn't a bad buy.  Catch a thunderer off his perch, or a Thief or Poacher in daytime, and that's one less unit to deal with.&lt;br /&gt;
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'''Dwarvish Fighter:''' One of these is a must.  Use it against any unit.  These guys are hard to kill.&lt;br /&gt;
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'''Dwarvish Guardsman:''' Use these to hold villages and frustrate your opponent.&lt;br /&gt;
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'''Dwarvish Thunderer:''' Use these to siege enemy villages or poke at DFs or Gryphons.&lt;br /&gt;
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'''Thief:''' Not a good buy unless used to counter Thunderers and Poachers.  Their Blade attack does little to Dwarves unless backstabbing at night (8-3).  Better to use DFs for melee.&lt;br /&gt;
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'''Poacher:''' An alright cheap buy for ranged forest grabbing.&lt;br /&gt;
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'''Footpad:''' Don't buy this unit even if your opponent is bothering you with Gryphons.  You can get 3+ Footpads for the price of 2 Gryphons, but it's not worth it.  The weakness to Impact guarantees at least a 4-2 attack with these guys even in daytime, but unfortunately, unless you get bonus hp from traits, they will die in 2 hits from Gryphons, so it is still a risky buy - especially since they are useless against all other Knalgans.  Just say no once again.&lt;br /&gt;
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'''Gryphon:''' Useful as your only scout unit.  Use these to get behind enemy lines to village steal, kill the wounded, or to ZOC a Dwarf on bad terrain.  These guys are also good forest and plains holders for crucial areas that your Dwarves will fare poorly on.&lt;br /&gt;
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Recruit a Gryphon, a DG, a DT, a DF, probably a DU, and a mix of other useful units.  This game will be won through maintaining the hills and mountain, getting and keeping a money advantage, levelling a unit, and by waiting for your opponent to take a risk that they shouldn't.  Keep them off of your mountains at any cost.  If they get there you will spend precious moves, attacks, and hp trying to take them off.  It's usually better to ignore enemies on mountains than to fight them.&lt;br /&gt;
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==Knalgans versus Loyalists==&lt;br /&gt;
Defend in day, strike at night.  That's how the battle will go.  Beware the Horseman and Mage and be prepared to counter these heavy daytime hitters. Again, an Ulf can be your best friend, especially if you can catch a Horseman at night or a Mage.&lt;br /&gt;
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'''Dwarvish Ulfserker:''' If you get one, don't get it until turn 2 or later.  Grabbing one in your initial recruit will only make him be impotent during the first few truns of daytime.  Ulfs you will use to kill Mages, grind up horse meat at night, as well as get rid of Bowmen - though they shuoldn't be recruiting many.  You shouldn't need more than 1 unless they go mad with Mages.&lt;br /&gt;
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'''Dwarvish Fighter:''' Good to fight Spearmen, having these guys is a necessity.  These are also your best unit to defend against Heavy Infantry.&lt;br /&gt;
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'''Dwarvish Guardsman:''' Get one of these guys.  These will make your front line immune to Horsemen.  Also useful to counter-attack Cavalry, Mages, and Bowmen.  If HI get close enough, milk xp off of them with your ranged.  The level will come faster than you expect.&lt;br /&gt;
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'''Dwarvish Thunderer:''' Get 1 or 2.  Good against essentially all of the Loyalist units, the Pierce ranged is even better against the 2 mounted units.&lt;br /&gt;
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'''Thief:''' These guys can be used against most Loyalist units at night, but avoid trying to backstab Spearmen.  Even at night their firststrike can get nasty on this low hp unit.  I recommend the Poacher instead of this guy.&lt;br /&gt;
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'''Poacher:''' A great unit to counter-attack Loyalists and press at night.  His multiple strikes are of better use against the high defense Fencer, though his ranged Pierce is best against the mounted units.  His attack does a modest 3-4 to HI at night (compared to a Thunderers 11-1), and this unit that you'll want to use against Spearmen outside of day as well.  Although they will be weak during day, they serve many purposes and are well worth the 14 gold.&lt;br /&gt;
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'''Footpad:''' Do not recruit this unit when fighting Loyalists.&lt;br /&gt;
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'''Gryphon:''' Useful as scouts mainly, you can use these to run down hurt horses, go for 1-attack-kills on Fencers (9% chance if they have no bonus hp), or again, to try to hold important grassland hexes.  Beware during day though, as HI, Mages, and Horsemen can all tear Gryphons apart quickly.  Recruit no more than 1.&lt;br /&gt;
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Recruit a DF, a DT, a DG, and a Gryphon depending on the layout of villages.  Fill out your army with what you think will serve you best for that particular battle.  Water battles will be nearly pointless.  Cheap Mermen with higher defense will easily rout your Gryphon(s).  Avoid sea battles unless you can taunt a Merman within range of a ranged unit (who can stand on decent terrain).  A Gryphon's extra sight is good for spotting long range Horsemen, so it usually is worth having one around, but recruit no more than one. They don't counter any unit very cost-efficiently, so use it primarily as a scout and utility unit.&lt;br /&gt;
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You'll want to press as hard as you can at night, moreso than even against Drakes.  The reason for this is that Loyalists have no level 1 Neutral or Chaotic units.  Every unit the opposing player has will suffer a penalty at night - unless he has a Sergeant behind his front line.  Because of this possibility, don't press too close to his castle until you have maintained a monetary advantage, as you will start losing units more rapidly when he comes back at you with an additional +25%.  Put your guardsman up front - this will dissuade any Charges.  Keep a DF or DU nearby in case the player chooses to siege you with Mages.  Spearmen that attack a DG in day will deal nearly equal damage to each other, which can add up quickly.  counter any advance with Thunderers and Poachers.  Don't expose your Dwarves to poor terrain or they will die.&lt;br /&gt;
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You'll want to whittle away at HI with Poachers and DTs and you'll want to give the killing blow to a Fighter.  Upgrading DFs should be your #1 priority as they are your best defense and counter to the easy Spearman spam.  The massive hp on the level 2 will also give it the ability to withstand attacking HI and Mages.&lt;br /&gt;
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Basically, Loyalists have an incredible amount of versatility.  You'll have to play smart and counter-attack very well in order to win.  Deal free damage when you can, and limit the number of hexes you can be attacked from - especially during day.  Start commencing your attack before night actually breaks.  You'll want to maximize your advantage over those 2 turns, so make sure they don't creep away before night hits.  As always, stay on good terrain, and make sure Fencers can't skirmish around to kill any weak units you may be hiding.&lt;br /&gt;
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==Knalgans versus Northerners==&lt;br /&gt;
The biggest problem you will have with Northerners will be their numbers.  Northies will gladly trade units with you and gain a monetary advantage.  Make them depend on luck by staying on good terrain, and their high upkeep may start to become a factor.&lt;br /&gt;
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'''Dwarvish Ulfserker:''' Recruit one of these guys if you're really having a problem finishing their units off, or your opponent likes to use Assassins.  He's expensive, and Northerners are melee oriented, so most of their units will be able to take a majority of this units hp away, if not kill him.  Assassins Poison will quickly deteriorate your army's hp though, so having one may prove valuable.  Since Assassins cost 17 gold you'll only lose 2 in attrition, and you'll likely take lots of hp from another unit with you.&lt;br /&gt;
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'''Dwarvish Fighter:''' Again a necessity.  His damage dealt in defense is how you'll deal a majority of your damage.  If possible, get a rotation of these guys in the front line.  You'll deal more damage than your opponent on average, but he will come with more units - 4 Grunts cost the same as 3 DFs.&lt;br /&gt;
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'''Dwarvish Guardsman:''' Another good guys to have 1 of if not more.  He can survive nighttime assaults better than the fighter, and will still do respectable damage back to the enemy.  Use your ranged attack on Grunts to make them turn around and heal.&lt;br /&gt;
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'''Dwarvish Thunderer:''' Nice to have.  Their combination of good resists and ranged damage make them good counter-attackers.  For cheaper ranged counter-attackers, use Poachers as they will also be used to hold forest hexes.  Recruiting DTs may crowd your hill hexes, especially since that's what the Northies will be grabbing.&lt;br /&gt;
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'''Thief:''' Not a great buy against Northies.  His melee only nature along with his Chaotic alignment make him most effective in the same way Northeners are.  Avoid the urge to recruit these guys.&lt;br /&gt;
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'''Poacher:''' Again, these guys you'll want to recruit a few of.  When the Northies come after you at night, you can make a strong counter-attack with their 5-4 ranged.  &lt;br /&gt;
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'''Footpad:''' This guy can be a utility unit against Northerners, but the money is better spent elsewhere.  Footpads can harass Grunts and Wolfs, take forest hexes, and block Assassins from poisoning your Dwarves.  Not the best buy, but you may be able to get your money's worth.&lt;br /&gt;
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'''Gryphon:''' Again, it's usually good to have one of these guys to scout, plug up grassland, and be a defensive damage dealer.  He's also good for trapping/killing Assassins and being a target for their poison.&lt;br /&gt;
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The biggest thing you need to worry about will be Poison.  If you get a good foothold on mountains and hills, Poison will be the weapon of choice to knock you offyour perch.  Be ready to fill in with a replacement unit, and try to kill assassins before any other units.  Melee strikes will have to get through your resistance - poison does not.  You also don't deal any damage back when poison hits you.&lt;br /&gt;
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Recruit a DF and a mix of other good units.  Stay on towns or mountains for the first assault to minimize the effect any poison will have and reduce the chance of it hitting.  Let your opponent attack you, and then counter-attack with your Poachers and DTs if you have them - even DGs ranged will add up.  Ulf Assassins whenever you get a decent chance, as the Poison will hurt more than their melee attacks.&lt;br /&gt;
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Allow your opponent to attack you from forest hexes if they are next to mountains that you occupy.  Your 70% defense will outdo his 50% defense, and his confidence will be higher to attack since he won't be on grass.  Even if an Assassin uses that hex, if an Ulf is within reach, he should be able to take him out from on top the mountain.&lt;br /&gt;
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To kill Trolls, you will want to focus exclusively on them until they die.  It is best to ignore them and kill others than to only do a minimal amoun of damage to Trolls each turn.  Their regeneration will give them essentially limitless hp if you do this.  Kill his friends and then focus on him.  If there are several, take them out one at a time.  Try to avoid water battles with Nagas, unless there is only 1.  You won't want any Gryphons you get to be ZOCd, especially where you cannot help them, so be cautious with water battles.  &lt;br /&gt;
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To sum up, kill poisoners, get units that deal good melee damage in defense, and get good counter-attacking ranged units&lt;br /&gt;
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Back to The &amp;quot;[[How to play...]]&amp;quot; Series.&lt;/div&gt;</summary>
		<author><name>Krotop</name></author>
		
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