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	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WSNPP&amp;diff=43562</id>
		<title>WSNPP</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WSNPP&amp;diff=43562"/>
		<updated>2011-08-26T06:22:08Z</updated>

		<summary type="html">&lt;p&gt;Sarom: /* PWP Guides */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Wesnoth Strategy for New or Professional Players ==&lt;br /&gt;
&lt;br /&gt;
Hello all and welcome to '''Wesnoth Strategy for New or Professional Players'''. We are the WSNPP and our aim is to provide Wesnoth players both new and old with guides to improve their gameplay to become one of the top players in Wesnoth.&lt;br /&gt;
&lt;br /&gt;
Also feel free to check out our Blog: &amp;quot;http://wsnpp.blogspot.com/&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Moving along, we plan on sharing my ideas, thoughts, theories, etc through weekly guides for everyone. There will be at least 1 guide for PWP and NWP per week&lt;br /&gt;
&lt;br /&gt;
There will be two types of guides that we will be making:&lt;br /&gt;
&lt;br /&gt;
* NWP - New Wesnoth Player guides&lt;br /&gt;
* PWP - Professional/Intermediate Wesnoth Player guides&lt;br /&gt;
&lt;br /&gt;
NOTE: With PWP guides we will assume you know most of the Wesnoth game mechanics.&lt;br /&gt;
&lt;br /&gt;
This will occur weekly and it will either be a NWP or PWP guide or both (depending on the time we have). Each guide will tackle different tactics, situations and the what to do and what not's and more. we will try to use diagrams or images to help you understand the explanation more and in some cases we might do videos in the future (This is still being discuessed).&lt;br /&gt;
&lt;br /&gt;
At any time feel free to add comment on my guides or add ideas and theories of your own. That said, we hope you all find our guides useful. The team is also opened to any suggestions on improving WSNPP, whether it's graphics related, design or something else&lt;br /&gt;
&lt;br /&gt;
Follow our blog for weekly updates.&lt;br /&gt;
&lt;br /&gt;
=== NWP Guides ===&lt;br /&gt;
&lt;br /&gt;
* '''Edition #1:''' [[Terrain you Pain]]&lt;br /&gt;
* '''Edition #2:''' [[ZOC]]&lt;br /&gt;
* '''Edition #3:''' [[Going Backwards]]&lt;br /&gt;
* '''Edition #4:''' [[Basic Build Orders]]&lt;br /&gt;
* '''Edition #5:''' [[Our love for villages]]&lt;br /&gt;
* '''Edition #6:''' [[Resistances]]&lt;br /&gt;
* '''Edition #7:''' [[Terrain Defence]]&lt;br /&gt;
* '''Edition #8:''' [[Traits]]&lt;br /&gt;
* '''Edition #9:''' [[NWP: Weapon abilities]]&lt;br /&gt;
* '''Edition #10:''' [[NWP: &amp;quot;Special forces. On my mark!&amp;quot;]]&lt;br /&gt;
* '''Edition #11:''' [[NWP: The Wesnoth GUI]] (Video)&lt;br /&gt;
&lt;br /&gt;
=== PWP Guides ===&lt;br /&gt;
&lt;br /&gt;
* '''Edition #1:''' [[The Do's and Dont's of 2v2 Battles]]&lt;br /&gt;
* '''Edition #2:''' [[Auxiliary Build Orders]]&lt;br /&gt;
* '''Edition #3:''' [[Dynamic strategies; 1 plan failed, 100 more to go]]&lt;br /&gt;
* '''Edition #4:''' [[What use are bats]]&lt;br /&gt;
* '''Edition #5:''' [[The power of 2]]&lt;br /&gt;
* '''Edition #6:''' [[Flank the Flank]]&lt;br /&gt;
* '''Edition #7:''' [[PWP: Unit composition]]&lt;br /&gt;
* '''Edition #8:''' [[PWP: The power of FOG]]&lt;br /&gt;
* '''Edition #9:''' [[PWP: Banking, &amp;quot;No tax, no fees, no interest&amp;quot;]]&lt;br /&gt;
* '''Edition #10:''' [[PWP: 1hp = full hp... say what!?!]]&lt;br /&gt;
&lt;br /&gt;
=== The Team ===&lt;br /&gt;
&lt;br /&gt;
* '''WSNPP Director: - Sarom'''&lt;br /&gt;
* '''Guide Author: - Sarom'''&lt;br /&gt;
* '''Art Director: - Zaine'''&lt;br /&gt;
* '''FunChillWesnoth Podcasts - So, it seems that around 20 of the voters turn out to be non-wesnoth players... I believe. SO for those who voted sincerely I will occasionally create vids of wesnoth fun ;) Other vids will be for designed for NWP and PWP.'''&lt;/div&gt;</summary>
		<author><name>Sarom</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=PWP:_Banking,_%22No_tax,_no_fees,_no_interest%22&amp;diff=43561</id>
		<title>PWP: Banking, &quot;No tax, no fees, no interest&quot;</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=PWP:_Banking,_%22No_tax,_no_fees,_no_interest%22&amp;diff=43561"/>
		<updated>2011-08-26T06:21:27Z</updated>

		<summary type="html">&lt;p&gt;Sarom: Created page with ''''WSNPP – PWP Edition #9:''' Banking, “No tax, no fees, no interest”  We love and hate our banks. The banks that screw our lives over or use us and then screw our lives ov…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''WSNPP – PWP Edition #9:''' Banking, “No tax, no fees, no interest”&lt;br /&gt;
&lt;br /&gt;
We love and hate our banks. The banks that screw our lives over or use us and then screw our lives over… it’s the nature of banks. SO you play Wesnoth hoping that you will escape the banks but in actual fact you’re still haunted by the banks.&lt;br /&gt;
&lt;br /&gt;
To put it simply, you’re the customer and the bank at the same time. The idea is to save money early game (thus no units, meaning less upkeep) whilst controlling more villages. As you have a low upkeep and high income you obtain a whole bunch of cash… or as we bankers like to say, “Interest”.&lt;br /&gt;
So by turn 5 or 8 you would have enough gold to recruit around 5 units per turn, on average.&lt;br /&gt;
This is known as ‘Banking’ and you see it a lot in high end games. Of course banking has its disadvantages and advantages and it is very situational which is why you, yes you, must judge yourself when to save or spend. Sounds simple doesn’t it? But it isn’t as simple as it may seem.&lt;br /&gt;
&lt;br /&gt;
I can’t be stuffed to do a complex example =P You guys don’t need it but here’s a quick and simple one:&lt;br /&gt;
&lt;br /&gt;
Players: 6 villages each, 12 villages total on map&lt;br /&gt;
&lt;br /&gt;
Army size: Player 1 – 7, player 2 – 3 (not including hero or lvl 0 units. Assume all units are lvl 1’s)&lt;br /&gt;
&lt;br /&gt;
Player 1: +6 income, -7 Upkeep, gold return per turn = -1, Total GP = 10&lt;br /&gt;
&lt;br /&gt;
Player 2: +6 income, -3 upkeep, gold return per turn = +3, Total GP = 70&lt;br /&gt;
&lt;br /&gt;
'''So after 5 turns:'''&lt;br /&gt;
&lt;br /&gt;
Player 1: total GP = 5&lt;br /&gt;
&lt;br /&gt;
Player 2: total GP = 85&lt;br /&gt;
&lt;br /&gt;
Sooner or later Player 1 will have no money and will start obtaining debt (when total GP &amp;lt; 0) which means that he will not be able to recruit anything or his recruiting will be delayed for several turns unless he losses a few units or obtains more villages.&lt;br /&gt;
&lt;br /&gt;
Player 2 on the other hand has the ability to recruit units and still have money left over allowing him to replace any units that die on the battlefield. Of course realistically Player 1 would probably have either overrun player 2 or stole player 1’s villages but banking has its advantages.&lt;br /&gt;
&lt;br /&gt;
In most strategy games a balance between economy and military power is the key to success however early economy or military power can result in tactical strategies that will win early games or later games. It really depends on your play style, map and your opponent.&lt;br /&gt;
&lt;br /&gt;
There are many counters to banking but it can be categorised into two simple roles… Either kill the enemy/ rush them OR start banking yourself.&lt;br /&gt;
&lt;br /&gt;
'''WSNPP Main Menu:''' [[WSNPP]]&lt;br /&gt;
&lt;br /&gt;
'''Edition #10:''' [[PWP: 1hp = full hp… say what!?!]]&lt;br /&gt;
&lt;br /&gt;
'''Previous Edition #8:''' [[PWP: The power of FOG]]&lt;/div&gt;</summary>
		<author><name>Sarom</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WSNPP&amp;diff=43560</id>
		<title>WSNPP</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WSNPP&amp;diff=43560"/>
		<updated>2011-08-26T05:53:20Z</updated>

		<summary type="html">&lt;p&gt;Sarom: /* PWP Guides */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Wesnoth Strategy for New or Professional Players ==&lt;br /&gt;
&lt;br /&gt;
Hello all and welcome to '''Wesnoth Strategy for New or Professional Players'''. We are the WSNPP and our aim is to provide Wesnoth players both new and old with guides to improve their gameplay to become one of the top players in Wesnoth.&lt;br /&gt;
&lt;br /&gt;
Also feel free to check out our Blog: &amp;quot;http://wsnpp.blogspot.com/&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Moving along, we plan on sharing my ideas, thoughts, theories, etc through weekly guides for everyone. There will be at least 1 guide for PWP and NWP per week&lt;br /&gt;
&lt;br /&gt;
There will be two types of guides that we will be making:&lt;br /&gt;
&lt;br /&gt;
* NWP - New Wesnoth Player guides&lt;br /&gt;
* PWP - Professional/Intermediate Wesnoth Player guides&lt;br /&gt;
&lt;br /&gt;
NOTE: With PWP guides we will assume you know most of the Wesnoth game mechanics.&lt;br /&gt;
&lt;br /&gt;
This will occur weekly and it will either be a NWP or PWP guide or both (depending on the time we have). Each guide will tackle different tactics, situations and the what to do and what not's and more. we will try to use diagrams or images to help you understand the explanation more and in some cases we might do videos in the future (This is still being discuessed).&lt;br /&gt;
&lt;br /&gt;
At any time feel free to add comment on my guides or add ideas and theories of your own. That said, we hope you all find our guides useful. The team is also opened to any suggestions on improving WSNPP, whether it's graphics related, design or something else&lt;br /&gt;
&lt;br /&gt;
Follow our blog for weekly updates.&lt;br /&gt;
&lt;br /&gt;
=== NWP Guides ===&lt;br /&gt;
&lt;br /&gt;
* '''Edition #1:''' [[Terrain you Pain]]&lt;br /&gt;
* '''Edition #2:''' [[ZOC]]&lt;br /&gt;
* '''Edition #3:''' [[Going Backwards]]&lt;br /&gt;
* '''Edition #4:''' [[Basic Build Orders]]&lt;br /&gt;
* '''Edition #5:''' [[Our love for villages]]&lt;br /&gt;
* '''Edition #6:''' [[Resistances]]&lt;br /&gt;
* '''Edition #7:''' [[Terrain Defence]]&lt;br /&gt;
* '''Edition #8:''' [[Traits]]&lt;br /&gt;
* '''Edition #9:''' [[NWP: Weapon abilities]]&lt;br /&gt;
* '''Edition #10:''' [[NWP: &amp;quot;Special forces. On my mark!&amp;quot;]]&lt;br /&gt;
* '''Edition #11:''' [[NWP: The Wesnoth GUI]] (Video)&lt;br /&gt;
&lt;br /&gt;
=== PWP Guides ===&lt;br /&gt;
&lt;br /&gt;
* '''Edition #1:''' [[The Do's and Dont's of 2v2 Battles]]&lt;br /&gt;
* '''Edition #2:''' [[Auxiliary Build Orders]]&lt;br /&gt;
* '''Edition #3:''' [[Dynamic strategies; 1 plan failed, 100 more to go]]&lt;br /&gt;
* '''Edition #4:''' [[What use are bats]]&lt;br /&gt;
* '''Edition #5:''' [[The power of 2]]&lt;br /&gt;
* '''Edition #6:''' [[Flank the Flank]]&lt;br /&gt;
* '''Edition #7:''' [[PWP: Unit composition]]&lt;br /&gt;
* '''Edition #8:''' [[PWP: The power of FOG]]&lt;br /&gt;
* '''Edition #9:''' [[PWP: Banking, &amp;quot;No tax, no fees, no interest&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=== The Team ===&lt;br /&gt;
&lt;br /&gt;
* '''WSNPP Director: - Sarom'''&lt;br /&gt;
* '''Guide Author: - Sarom'''&lt;br /&gt;
* '''Art Director: - Zaine'''&lt;br /&gt;
* '''FunChillWesnoth Podcasts - So, it seems that around 20 of the voters turn out to be non-wesnoth players... I believe. SO for those who voted sincerely I will occasionally create vids of wesnoth fun ;) Other vids will be for designed for NWP and PWP.'''&lt;/div&gt;</summary>
		<author><name>Sarom</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=PWP:_Unit_composition&amp;diff=43205</id>
		<title>PWP: Unit composition</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=PWP:_Unit_composition&amp;diff=43205"/>
		<updated>2011-07-11T05:22:43Z</updated>

		<summary type="html">&lt;p&gt;Sarom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''WSNPP – PWP Edition #7 Unit Compositions:'''&lt;br /&gt;
&lt;br /&gt;
Unit compositions are vital to the success of any Wesnoth player. What is unit composition? To put it simply: ‘What units make up your army’ or ‘What is your army made out of?’.&lt;br /&gt;
Generally most people go with a simple, basic and straightforward composition such as:&lt;br /&gt;
&lt;br /&gt;
*1 scout&lt;br /&gt;
&lt;br /&gt;
*1/2 melee&lt;br /&gt;
&lt;br /&gt;
*1 archer&lt;br /&gt;
&lt;br /&gt;
*1 healer/support&lt;br /&gt;
&lt;br /&gt;
Whilst some other people might go for something different such as:&lt;br /&gt;
&lt;br /&gt;
*Skeleton archer and dark adept spam&lt;br /&gt;
&lt;br /&gt;
Let’s take these two builds and compare them. The first build is a fairly balanced build which should be able to deal everything moderately. The second build, is very effective against  plenty of units if not almost every unit in the game however this build costs more than the first, is less versatile and individual units lacks the ability to support itself.&lt;br /&gt;
&lt;br /&gt;
For each race there is a specific unit composition that is the best which a person would use over and over, however Wesnoth is a TBS (Turn-Based-Strategy) game not an RTS (Real-Time-Strategy) game. In RTS games (I.e. Stracraft 2) you can use the same unit composition and build order almost every single game and win each and every one of them. In Wesnoth however this is not possible.&lt;br /&gt;
An effective player would use certain unit compositions based on his race and the map. Taking the two above builds again as examples, on a large scaled map the most effective build would be the first one. This is because this composition has higher versatility than the undead ‘skeleton archer/dark adept’ spam thus being able to take more villages faster and reinforce significant positions thanks to fast moving units. Not only that, but the units will generally be cheaper than the adepts or even in price with the skeleton archer thus more can be recruited with the high income.&lt;br /&gt;
&lt;br /&gt;
On the other side of this battlefield, the 2nd unit composition whilst strong and deadly it is slow and is only effective in groups. In a large map they lack the ability to split up, take and hold outlying villages. In a small map however where there are little outlying villages and significant locations the undead army would thrive. As a one large group this unit composition would be able to kill literally anything in seconds. Both (compositions) sides would have no advantages when it comes to speed or reinforcing speed as well as versatility. So it all comes down to who has the most power and it most effective at killing the other which to no surprise would be the undead ‘skeleton archer/dark adept’ spam.&lt;br /&gt;
&lt;br /&gt;
So far we’ve looked at good to the best unit compositions. Let’s look at the bad or less useful compositions:&lt;br /&gt;
&lt;br /&gt;
*Horsemen spam – Believe it or not but just spamming horsemen is not effective at all except for rushing the enemy leader.&lt;br /&gt;
&lt;br /&gt;
*Bats/ghosts/zombies – It’s a unit composition… not many use this… can work… if lucky.&lt;br /&gt;
&lt;br /&gt;
.....&lt;br /&gt;
.....&lt;br /&gt;
&lt;br /&gt;
To be truthful there is no bad composition and really there is an unlimited list of compositions. (spearman spam, heavy infantry/mage etc….) Just think of a group of units that you would use, group them and walla you got a composition. '''The question is: “How effective is your composition? What are the advantages? And what are the disadvantages?”'''&lt;br /&gt;
&lt;br /&gt;
For example let’s take the one of (in my opinion) not so effective compositions. Horsemen spam… if you remember one of my recent posts it was a FCW challenge =P.  List of disadvantages and advantages:&lt;br /&gt;
&lt;br /&gt;
'''DISADVANTAGES:'''&lt;br /&gt;
&lt;br /&gt;
*Little versatility when it comes to killing enemy units&lt;br /&gt;
&lt;br /&gt;
*Specialises in pierce only (Try using this against undead ^^)&lt;br /&gt;
&lt;br /&gt;
*Charge ability has knockback (in the sense that when charging a targeted unit that unit get’s the charge ability back)&lt;br /&gt;
&lt;br /&gt;
*Expensive per unit&lt;br /&gt;
&lt;br /&gt;
*Low defences, resistances and no support units (except it’s friendly horsemen)&lt;br /&gt;
&lt;br /&gt;
'''ADVANTAGES:'''&lt;br /&gt;
&lt;br /&gt;
*Good Hp per unit&lt;br /&gt;
&lt;br /&gt;
*Fast movement allowing quick village capture (or scouting), thus high income for a quick game transition (Will elaborate in later guides) &lt;br /&gt;
&lt;br /&gt;
*Effective at dealing large amounts of damage (Good at taking out enemy leaders)&lt;br /&gt;
&lt;br /&gt;
As we can see the disadvantages outweigh the advantages and when it comes to choosing the right composition, we generally want to have lots of advantages and no disadvantages. So in theory a build with positive aspects that outweigh the negatives will always win every battle. Realistically that isn’t likely going to happen. Just to show you what I mean I’ll list the positive and negative aspects of the undead skeleton archer/ dark adept spam:&lt;br /&gt;
&lt;br /&gt;
'''DISADVANTAGES:'''&lt;br /&gt;
&lt;br /&gt;
*Little versatility (regarding speed and the need to rely on other support units)&lt;br /&gt;
&lt;br /&gt;
*Relies on groups of units rather than individual units&lt;br /&gt;
&lt;br /&gt;
'''ADVANTAGES:'''&lt;br /&gt;
&lt;br /&gt;
*Very effective against many units&lt;br /&gt;
&lt;br /&gt;
*Covers four different types of attacks (Cold, Arcane, Pierce, Blade)&lt;br /&gt;
&lt;br /&gt;
*Can easily hold significant positions and replenish armies with temporary and cheap reinforcements&lt;br /&gt;
*High resistances and defences&lt;br /&gt;
&lt;br /&gt;
*When in mass groups able to create many ZoCs positions and traps or flanks&lt;br /&gt;
&lt;br /&gt;
*Allows for smooth unit transitions to other units (bats, ghosts etc) to support the main army or conduct special missions&lt;br /&gt;
&lt;br /&gt;
*Can implement a fair amount of strategies (although the most common is a giant moving wall of death)&lt;br /&gt;
&lt;br /&gt;
*(EDIT) Fairly Cheap [Dark Adept = 16gp, Undead Skeleton Archer = 14gp]&lt;br /&gt;
&lt;br /&gt;
Intimidating? Yes? But the horsemen spam can still win against this build. Why? Well we all know that undead archers have the advantages of pierce but the horsemen have the advantage of mobility. They can be used to quickly take out the enemy leader, ending the game. Meh… anyhow what I’m trying to express is that there are good and not so good compositions but it really depends on how you use the build. A build can only go so far but to bring a build to its best you have to create a strategy that will make the build effective.&lt;br /&gt;
&lt;br /&gt;
Well that’s all for now… I do realise I seem to have skipped ‘The power of FOG’ so I’ll do that next. Look forward to it ;) There’ll be a very nice trick I will reveal that sound obvious however, not many use it. (Note: I probably missed something in the advantages and disadvantages. Hard to know everything, feel free to edit it but do notify me of the changes you make)&lt;br /&gt;
&lt;br /&gt;
'''Previous Edition: Edition #6''' [[Flank the Flank]]&lt;br /&gt;
&lt;br /&gt;
'''Next Edition: Edition #8''' [[The power of FOG]]&lt;br /&gt;
&lt;br /&gt;
'''Main menu:''' [[WSNPP]]&lt;/div&gt;</summary>
		<author><name>Sarom</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=PWP:_Unit_composition&amp;diff=43204</id>
		<title>PWP: Unit composition</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=PWP:_Unit_composition&amp;diff=43204"/>
		<updated>2011-07-11T05:22:18Z</updated>

		<summary type="html">&lt;p&gt;Sarom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''WSNPP – PWP Edition #7 Unit Compositions:'''&lt;br /&gt;
&lt;br /&gt;
Unit compositions are vital to the success of any Wesnoth player. What is unit composition? To put it simply: ‘What units make up your army’ or ‘What is your army made out of?’.&lt;br /&gt;
Generally most people go with a simple, basic and straightforward composition such as:&lt;br /&gt;
&lt;br /&gt;
*1 scout&lt;br /&gt;
&lt;br /&gt;
*1/2 melee&lt;br /&gt;
&lt;br /&gt;
*1 archer&lt;br /&gt;
&lt;br /&gt;
*1 healer/support&lt;br /&gt;
&lt;br /&gt;
Whilst some other people might go for something different such as:&lt;br /&gt;
&lt;br /&gt;
*Skeleton archer and dark adept spam&lt;br /&gt;
&lt;br /&gt;
Let’s take these two builds and compare them. The first build is a fairly balanced build which should be able to deal everything moderately. The second build, is very effective against  plenty of units if not almost every unit in the game however this build costs more than the first, is less versatile and individual units lacks the ability to support itself.&lt;br /&gt;
&lt;br /&gt;
For each race there is a specific unit composition that is the best which a person would use over and over, however Wesnoth is a TBS (Turn-Based-Strategy) game not an RTS (Real-Time-Strategy) game. In RTS games (I.e. Stracraft 2) you can use the same unit composition and build order almost every single game and win each and every one of them. In Wesnoth however this is not possible.&lt;br /&gt;
An effective player would use certain unit compositions based on his race and the map. Taking the two above builds again as examples, on a large scaled map the most effective build would be the first one. This is because this composition has higher versatility than the undead ‘skeleton archer/dark adept’ spam thus being able to take more villages faster and reinforce significant positions thanks to fast moving units. Not only that, but the units will generally be cheaper than the adepts or even in price with the skeleton archer thus more can be recruited with the high income.&lt;br /&gt;
&lt;br /&gt;
On the other side of this battlefield, the 2nd unit composition whilst strong and deadly it is slow and is only effective in groups. In a large map they lack the ability to split up, take and hold outlying villages. In a small map however where there are little outlying villages and significant locations the undead army would thrive. As a one large group this unit composition would be able to kill literally anything in seconds. Both (compositions) sides would have no advantages when it comes to speed or reinforcing speed as well as versatility. So it all comes down to who has the most power and it most effective at killing the other which to no surprise would be the undead ‘skeleton archer/dark adept’ spam.&lt;br /&gt;
&lt;br /&gt;
So far we’ve looked at good to the best unit compositions. Let’s look at the bad or less useful compositions:&lt;br /&gt;
&lt;br /&gt;
*Horsemen spam – Believe it or not but just spamming horsemen is not effective at all except for rushing the enemy leader.&lt;br /&gt;
&lt;br /&gt;
*Bats/ghosts/zombies – It’s a unit composition… not many use this… can work… if lucky.&lt;br /&gt;
&lt;br /&gt;
.....&lt;br /&gt;
.....&lt;br /&gt;
&lt;br /&gt;
To be truthful there is no bad composition and really there is an unlimited list of compositions. (spearman spam, heavy infantry/mage etc….) Just think of a group of units that you would use, group them and walla you got a composition. '''The question is: “How effective is your composition? What are the advantages? And what are the disadvantages?”'''&lt;br /&gt;
&lt;br /&gt;
For example let’s take the one of (in my opinion) not so effective compositions. Horsemen spam… if you remember one of my recent posts it was a FCW challenge =P.  List of disadvantages and advantages:&lt;br /&gt;
&lt;br /&gt;
'''DISADVANTAGES:'''&lt;br /&gt;
&lt;br /&gt;
*Little versatility when it comes to killing enemy units&lt;br /&gt;
&lt;br /&gt;
*Specialises in pierce only (Try using this against undead ^^)&lt;br /&gt;
&lt;br /&gt;
*Charge ability has knockback (in the sense that when charging a targeted unit that unit get’s the charge ability back)&lt;br /&gt;
&lt;br /&gt;
*Expensive per unit&lt;br /&gt;
&lt;br /&gt;
*Low defences, resistances and no support units (except it’s friendly horsemen)&lt;br /&gt;
&lt;br /&gt;
'''ADVANTAGES:'''&lt;br /&gt;
&lt;br /&gt;
*Good Hp per unit&lt;br /&gt;
&lt;br /&gt;
*Fast movement allowing quick village capture (or scouting), thus high income for a quick game transition (Will elaborate in later guides) &lt;br /&gt;
&lt;br /&gt;
*Effective at dealing large amounts of damage (Good at taking out enemy leaders)&lt;br /&gt;
&lt;br /&gt;
As we can see the disadvantages outweigh the advantages and when it comes to choosing the right composition, we generally want to have lots of advantages and no disadvantages. So in theory a build with positive aspects that outweigh the negatives will always win every battle. Realistically that isn’t likely going to happen. Just to show you what I mean I’ll list the positive and negative aspects of the undead skeleton archer/ dark adept spam:&lt;br /&gt;
&lt;br /&gt;
'''DISADVANTAGES:'''&lt;br /&gt;
&lt;br /&gt;
*Little versatility (regarding speed and the need to rely on other support units)&lt;br /&gt;
&lt;br /&gt;
*Relies on groups of units rather than individual units&lt;br /&gt;
&lt;br /&gt;
'''ADVANTAGES:'''&lt;br /&gt;
&lt;br /&gt;
*Very effective against many units&lt;br /&gt;
&lt;br /&gt;
*Covers four different types of attacks (Cold, Arcane, Pierce, Blade)&lt;br /&gt;
&lt;br /&gt;
*Can easily hold significant positions and replenish armies with temporary and cheap reinforcements&lt;br /&gt;
*High resistances and defences&lt;br /&gt;
&lt;br /&gt;
*When in mass groups able to create many ZoCs positions and traps or flanks&lt;br /&gt;
&lt;br /&gt;
*Allows for smooth unit transitions to other units (bats, ghosts etc) to support the main army or conduct special missions&lt;br /&gt;
&lt;br /&gt;
*Can implement a fair amount of strategies (although the most common is a giant moving wall of death)&lt;br /&gt;
&lt;br /&gt;
*(EDIT) Fairly Cheap [Dark Adept = 16gp, Undead Skeleton Archer = 14gp]&lt;br /&gt;
&lt;br /&gt;
Intimidating? Yes? But the horsemen spam can still win against this build. Why? Well we all know that undead archers have the advantages of pierce but the horsemen have the advantage of mobility. They can be used to quickly take out the enemy leader and ending the game. Meh… anyhow what I’m trying to express is that there are good and not so good compositions but it really depends on how you use the build. A build can only go so far but to bring a build to its best you have to create a strategy that will make the build effective.&lt;br /&gt;
&lt;br /&gt;
Well that’s all for now… I do realise I seem to have skipped ‘The power of FOG’ so I’ll do that next. Look forward to it ;) There’ll be a very nice trick I will reveal that sound obvious however, not many use it. (Note: I probably missed something in the advantages and disadvantages. Hard to know everything, feel free to edit it but do notify me of the changes you make)&lt;br /&gt;
&lt;br /&gt;
'''Previous Edition: Edition #6''' [[Flank the Flank]]&lt;br /&gt;
&lt;br /&gt;
'''Next Edition: Edition #8''' [[The power of FOG]]&lt;br /&gt;
&lt;br /&gt;
'''Main menu:''' [[WSNPP]]&lt;/div&gt;</summary>
		<author><name>Sarom</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=PWP:_The_power_of_FOG&amp;diff=43140</id>
		<title>PWP: The power of FOG</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=PWP:_The_power_of_FOG&amp;diff=43140"/>
		<updated>2011-07-07T06:57:22Z</updated>

		<summary type="html">&lt;p&gt;Sarom: Created page with ''''WSNPP: PWP – Edition #8 – The power of FOG'''  Title literally states what this guide is all about. And FYI, I’m not talking about the fog that is a collection of water …'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''WSNPP: PWP – Edition #8 – The power of FOG'''&lt;br /&gt;
&lt;br /&gt;
Title literally states what this guide is all about. And FYI, I’m not talking about the fog that is a collection of water droplets near earth. Rather I’m talking about “Fog of War” which is basically what you can see and what you can’t.&lt;br /&gt;
&lt;br /&gt;
So as we skip the very basics of fog being able to hide your troops, let us delve into that idea and explore the two possibilities of fog. Yes that’s right folks there is only two good uses of fog or two methods that are helpful…&lt;br /&gt;
&lt;br /&gt;
Anyhow I’ll briefly state what the two methods are:&lt;br /&gt;
&lt;br /&gt;
1)	 Being able to hide your units from your enemy’s line of sight is a wonderful advantage for setting up ambushes or traps or what we strategists like to call it… ‘controlling the battlefield’ (Another coming NWP guide)&lt;br /&gt;
&lt;br /&gt;
2)	To bait your enemy with false intel so that he/she recruits redundant units and waste their money (Very risky, not many people do it and succeed and if your enemy doesn’t take the bait… chances are you’re screwed)&lt;br /&gt;
&lt;br /&gt;
The first method should be pretty basic, easy to execute and familiar with you as at some point in your game life as you’ve most likey done something like this or similar whether you know it or not. Here’s a list of Pro’s and Con’s&lt;br /&gt;
&lt;br /&gt;
'''Pro’s:'''&lt;br /&gt;
&lt;br /&gt;
-	Good for taking out small pockets of enemy&lt;br /&gt;
&lt;br /&gt;
-	Useful for ‘surrounding’ to prevent key (leaders duh) units escaping&lt;br /&gt;
&lt;br /&gt;
-	Allows greater map control or sight intel&lt;br /&gt;
&lt;br /&gt;
-	Very versatile in the sense that you can follow up with many strategies or retreat without taking any casualties or light casualties. (Method commonly used for traps or ambushes)&lt;br /&gt;
&lt;br /&gt;
'''Con’s:'''&lt;br /&gt;
&lt;br /&gt;
-	Requires the army to be split, reducing army strength per group&lt;br /&gt;
&lt;br /&gt;
-	Things can get nasty if things don’t go according to plan&lt;br /&gt;
&lt;br /&gt;
o	If things go wrong, it is likely that you’ll lose 80%+ of what you invested&lt;br /&gt;
&lt;br /&gt;
The second method, risky as it is in my opinion, is to give false intel to your enemy. Before I go on the HOW, there is a requirement, that the enemy (yes the enemy not you) must past. The question: “Does your enemy get paranoid when he sees a unit and because he’s paranoid, mass recruits units to counter that one unit because he believes that you are going to mass produce them.”&lt;br /&gt;
&lt;br /&gt;
FOR example: He sees a dark adept (and he’s dwarfs) that goes into his sight then runs out. He then masses ulfserkers (Best counter for dwarfs imo) and finds out that you didn’t mass dark adepts but that you massed skeleton warriors. IF I were him I’d be swearing my head off… anyhow, moving along.&lt;br /&gt;
&lt;br /&gt;
THE HOW!?! (Dramatic music plays)… Well I told you how already in that example above. Bait the guy by only just showing one unit, then get that unit to hide for a few turns… Now you must hope that he took the bait (scouting him would be nice at this stage) and masses counters to that one unit you put on display. If he is massing units to counter your puppet, mass units that counter his counter units. Simple? I hope so, but it requires some faith and hope and a lot of risk.&lt;br /&gt;
&lt;br /&gt;
Oh and if he doesn’t take the bait… you… will… d… i… dice him up with your normal game play cause you know he didn’t take the bait because YOU SCOUTED him and thus knew not to spam counter units. So you didn’t die… yet.&lt;br /&gt;
&lt;br /&gt;
Anyway I hope you guys enjoyed this guide.&lt;br /&gt;
&lt;br /&gt;
'''Previous Edition: Edition #7''' – [[PWP: Unit composition]]&lt;br /&gt;
&lt;br /&gt;
'''Next Edition: Edition #9''' – TO BE Decided&lt;br /&gt;
&lt;br /&gt;
'''Main Menu:''' [[WSNPP]]&lt;/div&gt;</summary>
		<author><name>Sarom</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=NWP:_%22Special_forces._On_my_mark!%22&amp;diff=43117</id>
		<title>NWP: &quot;Special forces. On my mark!&quot;</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=NWP:_%22Special_forces._On_my_mark!%22&amp;diff=43117"/>
		<updated>2011-07-01T07:02:03Z</updated>

		<summary type="html">&lt;p&gt;Sarom: Created page with ''''WSNPP: NWP – Edition #10 – “Special forces. On my mark!”'''  SO what do you think I’ll be talking about in this guide? Weapons? Resistances? Damage? Weapon Abilities…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''WSNPP: NWP – Edition #10 – “Special forces. On my mark!”'''&lt;br /&gt;
&lt;br /&gt;
SO what do you think I’ll be talking about in this guide? Weapons? Resistances? Damage? Weapon Abilities? If you guessed any of these you’re wrong. &lt;br /&gt;
&lt;br /&gt;
In fact you’re wrong if you thought about anything relating to wesnoth stuff at all. xD Only jking, but if you really wanted to get into specifics, this time round I won’t be concentrating on specific units, but I might mention a wesnoth unit.&lt;br /&gt;
&lt;br /&gt;
SO, WHAT in the world do I mean by “Special forces. On my mark!”? That’s right you MMORPG players, I’m talking about classes such as healers, supports and a tank. Why? Cause wesnoth units specify in such a way that their specification can be described as classes. For example Elvish shamans have a unique ability called ‘Heal +4’ (adjacent units gain +4hp per turn unless poisoned in which poison would be negated), where this ability is only specific to this particular unit in the whole of the Elvish army.&lt;br /&gt;
&lt;br /&gt;
So what’s so special about this unit? Well it can heal… that’s it, no jokes, no tricks, no explanation unless you don’t know what heal means.&lt;br /&gt;
&lt;br /&gt;
What to do with special units like these is to just use them effectively. The general trend is that healers (as well as leadership units) tend to be support units and thus weak in combat. SO it is a good idea to have them behind your front line to be protected and give bonuses to your troops.&lt;br /&gt;
As that pretty much covers everything I’ll list a few examples of Special units:&lt;br /&gt;
&lt;br /&gt;
•	Elvish shamans/ Saurian Soothsayer – Healer/support&lt;br /&gt;
&lt;br /&gt;
•	Trolls – Regeneration/tank&lt;br /&gt;
&lt;br /&gt;
•	Drake Flare/Elvish Captain – Leadership/support&lt;br /&gt;
&lt;br /&gt;
•	Elvish Ranger – ambush/&lt;br /&gt;
&lt;br /&gt;
•	Dwarvish Guardsman – Steadfast/tank&lt;br /&gt;
&lt;br /&gt;
•	ELvish Druid – (Healer) Cures,  Heal +8/support&lt;/div&gt;</summary>
		<author><name>Sarom</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=NWP:_Weapon_abilities&amp;diff=43087</id>
		<title>NWP: Weapon abilities</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=NWP:_Weapon_abilities&amp;diff=43087"/>
		<updated>2011-06-24T05:54:17Z</updated>

		<summary type="html">&lt;p&gt;Sarom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''WSNPP: NWP - #9 Weapon Abilities'''&lt;br /&gt;
&lt;br /&gt;
So what do I mean by weapon abilities? Well just to give an example, “drain”. Yup that’s right I’m talking about the ‘Special’ abilities that only certain units have such as horsemen, ghosts and drake arbiters.&lt;br /&gt;
&lt;br /&gt;
Weapon abilities are conditions that follow the initiate attack of any battle. It can prove to be useful, or your downfall. Either than knowing how to use such special abilities properly, it’s pretty basic: they’re tooltips to help you know what ability does what as well as nifty code that now calculates the ‘hit chances’ and ‘damage per hit’ (With the special abilities) before you initiate battle.&lt;br /&gt;
&lt;br /&gt;
For those who don’t know any special abilities or have not realised that you’ve used one I’ll give a few examples:&lt;br /&gt;
&lt;br /&gt;
-	'''CHARGE''' – Doubles damage of unit per hit… also doubles the damage of the target. (only on the offensive)&lt;br /&gt;
&lt;br /&gt;
-	'''MAGICAL''' – 70% hit chance all the time when using this attack&lt;br /&gt;
&lt;br /&gt;
-	'''FIRSTSTRIKE''' – The unit with this ability always get’s to attack first in battle&lt;br /&gt;
&lt;br /&gt;
Now that you have an idea of some abilities, let’s answer the question: &lt;br /&gt;
&lt;br /&gt;
“When and where do you use these abilities?”&lt;br /&gt;
&lt;br /&gt;
So truthfully, almost half the units per race have some sort of special abilities and really, just use them whenever you want. Just because a unit may have a special ability doesn’t mean you should run away from the enemy or change all your plans. The ‘Weapon abilities’ are there to help you complete your plan.&lt;br /&gt;
&lt;br /&gt;
Thus use it when you can deal the most damage and take little damage back. For example, fencers (With 70% defence on terrain like mountains) are hard to hit but mages with their ‘Magical’ attacks ignores this high defence. So to put it simply, mages &amp;gt; fencers. However don’t forget to consider other factors that may change your decision such as:&lt;br /&gt;
&lt;br /&gt;
- Does the mage have low defence in the surrounding terrain?&lt;br /&gt;
&lt;br /&gt;
- Are you outnumbered?&lt;br /&gt;
&lt;br /&gt;
- Can your mage kill the fencer this turn, even though the mage is on low hp?&lt;br /&gt;
&lt;br /&gt;
And a whole heap more. So if we were to analyse and simplify the question '''“When and where do you use these abilities?”''' into simple terms. Basing on the Wesnoth system the new question is: '''“Do I take the risk?”''' cause as we all know, and I probably have expressed this far too many times, Wesnoth is based on a luck/ hit CHANCE system.&lt;br /&gt;
&lt;br /&gt;
Let’s use the fencer and mage and chuck them in a scenario.&lt;br /&gt;
&lt;br /&gt;
- Say the fencer was on a mountain (70%def) and the surrounding terrain were plains (40%def for mage)&lt;br /&gt;
The fencer has 27hp and the mage has 8hp.&lt;br /&gt;
&lt;br /&gt;
- The mage has 9 – 3 (magical) and the fencer has 4 – 4&lt;br /&gt;
&lt;br /&gt;
Round 1: Mage attacks fencer with a 70% hit chance… chances are, the fencer will live. On average the fencer would take two hits, taking 18dmg.&lt;br /&gt;
Fencer then attacks the mage with a 60% hit chance. In this case the fencer only needs to score 2 hits to kill the mage. On average, the mage will die.&lt;br /&gt;
&lt;br /&gt;
Yes special weapon abilities are useful and help a lot but the question is “Where and when to use them,” or “Is the risk worth it?” The example above is very common in many games, now let’s look at another example… and to be honest you have to be an idiot (no offence) to do this.&lt;br /&gt;
&lt;br /&gt;
Let’s take a horseman and a Drake Arbiter, put them in the middle of nowhere (just plains) in the middle of the day (+25% dmg bonus to lawful units, in this case for both units)&lt;br /&gt;
&lt;br /&gt;
- Say that the horsemen and Drake arbiter both have strong and intelligent traits. And now let us assume that it’s the horsemen’s turn.&lt;br /&gt;
&lt;br /&gt;
- Horseman with a 10 – 2 (trait bonuses)… with daylight and the charge bonus it increases to 24 – 2 and have roughly 38hp.&lt;br /&gt;
&lt;br /&gt;
- Where as the Drake arbiter has 18 – 2 (trait bonuses)… with daylight it increases to 20 – 2 and has 62hp.&lt;br /&gt;
&lt;br /&gt;
So you may think, but the horseman is only level 1 and the arbiter is level 2 so the horsemen will always die. Yes this is true the horseman will die around 90% of the time and not because of the level differences.&lt;br /&gt;
&lt;br /&gt;
If we not include resistances, the horseman damage decreases to 22 – 2, but the Drake Arbiter’s damage increases to 24… add charge bonuses and the Drake Arbiter’s damage then increases to 48 – 2.&lt;br /&gt;
But it doesn’t stop there, the Drake Arbiter has firststrike meaning that the unit get’s to strike first and as we know previously the horseman only has 38hp. See the picture? If not get someone else to explain the Result ;)&lt;br /&gt;
&lt;br /&gt;
So what I’m also trying to express here is that weapon abilities, can also be your disadvantage as shown in the last example. Once again the question “Do I risk it or not” comes to mind. Even if the Drake Arbiter was on 20 hp, (meaning the horseman can 1 hit kill it), IS the risk of dying on the first round worth it?&lt;br /&gt;
&lt;br /&gt;
'''Next Edition - #10''' [[“Special forces. On my mark!”]]&lt;br /&gt;
&lt;br /&gt;
'''Previous Edition - #8''' [[Traits]]&lt;br /&gt;
&lt;br /&gt;
'''Main Menu –''' [[WSNPP]]&lt;/div&gt;</summary>
		<author><name>Sarom</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=NWP:_Weapon_abilities&amp;diff=43085</id>
		<title>NWP: Weapon abilities</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=NWP:_Weapon_abilities&amp;diff=43085"/>
		<updated>2011-06-23T04:25:45Z</updated>

		<summary type="html">&lt;p&gt;Sarom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''WSNPP: NWP - #9 Weapon Abilities'''&lt;br /&gt;
&lt;br /&gt;
So what do I mean by weapon abilities? Well just to give an example, “drain”. Yup that’s right I’m talking about the ‘Special’ abilities that only certain units have such as horsemen, ghosts and drake arbiters.&lt;br /&gt;
&lt;br /&gt;
Weapon abilities are conditions that follow the initiate attack of any battle. It can prove to be useful, or your downfall. Either than knowing how to use such special abilities properly, it’s pretty basic: they’re tooltips to help you know what ability does what as well as nifty code that now calculates the ‘hit chances’ and ‘damage per hit’ (With the special abilities) before you initiate battle.&lt;br /&gt;
&lt;br /&gt;
For those who don’t know any special abilities or have not realised that you’ve used one I’ll give a few examples:&lt;br /&gt;
&lt;br /&gt;
-	'''CHARGE''' – Doubles damage of unit per hit… also doubles the damage of the target&lt;br /&gt;
&lt;br /&gt;
-	'''MAGICAL''' – 70% hit chance all the time when using this attack&lt;br /&gt;
&lt;br /&gt;
-	'''FIRSTSTRIKE''' – The unit with this ability always get’s to attack first in battle&lt;br /&gt;
&lt;br /&gt;
Now that you have an idea of some abilities, let’s answer the question: &lt;br /&gt;
&lt;br /&gt;
“When and where do you use these abilities?”&lt;br /&gt;
&lt;br /&gt;
So truthfully, almost half the units per race have some sort of special abilities and really, just use them whenever you want. Just because a unit may have a special ability doesn’t mean you should run away from the enemy or change all your plans. The ‘Weapon abilities’ are there to help you complete your plan.&lt;br /&gt;
&lt;br /&gt;
Thus use it when you can deal the most damage and take little damage back. For example, fencers (With 70% defence on terrain like mountains) are hard to hit but mages with their ‘Magical’ attacks ignores this high defence. So to put it simply, mages &amp;gt; fencers. However don’t forget to consider other factors that may change your decision such as:&lt;br /&gt;
&lt;br /&gt;
- Does the mage have low defence in the surrounding terrain?&lt;br /&gt;
&lt;br /&gt;
- Are you outnumbered?&lt;br /&gt;
&lt;br /&gt;
- Can your mage kill the fencer this turn, even though the mage is on low hp?&lt;br /&gt;
&lt;br /&gt;
And a whole heap more. So if we were to analyse and simplify the question '''“When and where do you use these abilities?”''' into simple terms. Basing on the Wesnoth system the new question is: '''“Do I take the risk?”''' cause as we all know, and I probably have expressed this far too many times, Wesnoth is based on a luck/ hit CHANCE system.&lt;br /&gt;
&lt;br /&gt;
Let’s use the fencer and mage and chuck them in a scenario.&lt;br /&gt;
&lt;br /&gt;
- Say the fencer was on a mountain (70%def) and the surrounding terrain were plains (40%def for mage)&lt;br /&gt;
The fencer has 27hp and the mage has 8hp.&lt;br /&gt;
&lt;br /&gt;
- The mage has 9 – 3 (magical) and the fencer has 4 – 4&lt;br /&gt;
&lt;br /&gt;
Round 1: Mage attacks fencer with a 70% hit chance… chances are, the fencer will live. On average the fencer would take two hits, taking 18dmg.&lt;br /&gt;
Fencer then attacks the mage with a 60% hit chance. In this case the fencer only needs to score 2 hits to kill the mage. On average, the mage will die.&lt;br /&gt;
&lt;br /&gt;
Yes special weapon abilities are useful and help a lot but the question is “Where and when to use them,” or “Is the risk worth it?” The example above is very common in many games, now let’s look at another example… and to be honest you have to be an idiot (no offence) to do this.&lt;br /&gt;
&lt;br /&gt;
Let’s take a horseman and a Drake Arbiter, put them in the middle of nowhere (just plains) in the middle of the day (+25% dmg bonus to lawful units, in this case for both units)&lt;br /&gt;
&lt;br /&gt;
- Say that the horsemen and Drake arbiter both have strong and intelligent traits. And now let us assume that it’s the horsemen’s turn.&lt;br /&gt;
&lt;br /&gt;
- Horseman with a 10 – 2 (trait bonuses)… with daylight and the charge bonus it increases to 24 – 2 and have roughly 38hp.&lt;br /&gt;
&lt;br /&gt;
- Where as the Drake arbiter has 18 – 2 (trait bonuses)… with daylight it increases to 20 – 2 and has 62hp.&lt;br /&gt;
&lt;br /&gt;
So you may think, but the horseman is only level 1 and the arbiter is level 2 so the horsemen will always die. Yes this is true the horseman will die around 90% of the time and not because of the level differences.&lt;br /&gt;
&lt;br /&gt;
If we not include resistances, the horseman damage decreases to 22 – 2, but the Drake Arbiter’s damage increases to 24… add charge bonuses and the Drake Arbiter’s damage then increases to 48 – 2.&lt;br /&gt;
But it doesn’t stop there, the Drake Arbiter has firststrike meaning that the unit get’s to strike first and as we know previously the horseman only has 38hp. See the picture? If not get someone else to explain the Result ;)&lt;br /&gt;
&lt;br /&gt;
So what I’m also trying to express here is that weapon abilities, can also be your disadvantage as shown in the last example. Once again the question “Do I risk it or not” comes to mind. Even if the Drake Arbiter was on 20 hp, (meaning the horseman can 1 hit kill it), IS the risk of dying on the first round worth it?&lt;br /&gt;
&lt;br /&gt;
'''Next Edition - #10''' [[“Special forces. On my mark!”]]&lt;br /&gt;
&lt;br /&gt;
'''Previous Edition - #8''' [[Traits]]&lt;br /&gt;
&lt;br /&gt;
'''Main Menu –''' [[WSNPP]]&lt;/div&gt;</summary>
		<author><name>Sarom</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=NWP:_Weapon_abilities&amp;diff=43084</id>
		<title>NWP: Weapon abilities</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=NWP:_Weapon_abilities&amp;diff=43084"/>
		<updated>2011-06-23T04:24:47Z</updated>

		<summary type="html">&lt;p&gt;Sarom: Created page with ''''WSNPP: NWP - #9 Weapon Abilities'''  So what do I mean by weapon abilities? Well just to give an example, “drain”. Yup that’s right I’m talking about the ‘Special’…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''WSNPP: NWP - #9 Weapon Abilities'''&lt;br /&gt;
&lt;br /&gt;
So what do I mean by weapon abilities? Well just to give an example, “drain”. Yup that’s right I’m talking about the ‘Special’ abilities that only certain units have such as horsemen, ghosts and drake arbiters.&lt;br /&gt;
&lt;br /&gt;
Weapon abilities are conditions that follow the initiate attack of any battle. It can prove to be useful, or your downfall. Either than knowing how to use such special abilities properly, it’s pretty basic: they’re tooltips to help you know what ability does what as well as nifty code that now calculates the ‘hit chances’ and ‘damage per hit’ (With the special abilities) before you initiate battle.&lt;br /&gt;
&lt;br /&gt;
For those who don’t know any special abilities or have not realised that you’ve used one I’ll give a few examples:&lt;br /&gt;
&lt;br /&gt;
-	'''CHARGE''' – Doubles damage of unit per hit… also doubles the damage of the target&lt;br /&gt;
&lt;br /&gt;
-	'''MAGICAL''' – 70% hit chance all the time when using this attack&lt;br /&gt;
&lt;br /&gt;
-	'''FIRSTSTRIKE''' – The unit with this ability always get’s to attack first in battle&lt;br /&gt;
&lt;br /&gt;
Now that you have an idea of some abilities, let’s answer the question: &lt;br /&gt;
&lt;br /&gt;
“When and where do you use these abilities?”&lt;br /&gt;
&lt;br /&gt;
So truthfully, almost half the units per race have some sort of special abilities and really, just use them whenever you want. Just because a unit may have a special ability doesn’t mean you should run away from the enemy or change all your plans. The ‘Weapon abilities’ are there to help you complete your plan.&lt;br /&gt;
&lt;br /&gt;
Thus use it when you can deal the most damage and take little damage back. For example, fencers (With 70% defence on terrain like mountains) are hard to hit but mages with their ‘Magical’ attacks ignores this high defence. So to put it simply, mages &amp;gt; fencers. However don’t forget to consider other factors that may change your decision such as:&lt;br /&gt;
&lt;br /&gt;
- Does the mage have low defence in the surrounding terrain?&lt;br /&gt;
&lt;br /&gt;
- Are you outnumbered?&lt;br /&gt;
&lt;br /&gt;
- Can your mage kill the fencer this turn, even though the mage is on low hp?&lt;br /&gt;
&lt;br /&gt;
And a whole heap more. So if we were to analyse and simplify the question '''“When and where do you use these abilities?”''' into simple terms. Basing on the Wesnoth system the new question is: '''“Do I take the risk?”''' cause as we all know, and I probably have expressed this far too many times, Wesnoth is based on a luck/ hit CHANCE system.&lt;br /&gt;
&lt;br /&gt;
Let’s use the fencer and mage and chuck them in a scenario.&lt;br /&gt;
&lt;br /&gt;
- Say the fencer was on a mountain (70%def) and the surrounding terrain were plains (40%def for mage)&lt;br /&gt;
The fencer has 27hp and the mage has 8hp.&lt;br /&gt;
&lt;br /&gt;
- The mage has 9 – 3 (magical) and the fencer has 4 – 4&lt;br /&gt;
&lt;br /&gt;
Round 1: Mage attacks fencer with a 70% hit chance… chances are, the fencer will live. On average the fencer would take two hits, taking 18dmg.&lt;br /&gt;
Fencer then attacks the mage with a 60% hit chance. In this case the fencer only needs to score 2 hits to kill the mage. On average, the mage will die.&lt;br /&gt;
&lt;br /&gt;
Yes special weapon abilities are useful and help a lot but the question is “Where and when to use them,” or “Is the risk worth it?” The example above is very common in many games, now let’s look at another example… and to be honest you have to be an idiot (no offence) to do this.&lt;br /&gt;
&lt;br /&gt;
Let’s take a horseman and a Drake Arbiter, put them in the middle of nowhere (just plains) in the middle of the day (+25% dmg bonus to lawful units, in this case for both units)&lt;br /&gt;
&lt;br /&gt;
Say that the horsemen and Drake arbiter both have strong and intelligent traits. And now let us assume that it’s the horsemen’s turn.&lt;br /&gt;
&lt;br /&gt;
Horseman with a 10 – 2 (trait bonuses)… with daylight and the charge bonus it increases to 24 – 2 and have roughly 38hp.&lt;br /&gt;
&lt;br /&gt;
Where as the Drake arbiter has 18 – 2 (trait bonuses)… with daylight it increases to 20 – 2 and has 62hp.&lt;br /&gt;
&lt;br /&gt;
So you may think, but the horseman is only level 1 and the arbiter is level 2 so the horsemen will always die. Yes this is true the horseman will die around 90% of the time but not because of the level differences.&lt;br /&gt;
&lt;br /&gt;
If we not include resistances, the horseman damage decreases to 22 – 2, but the Drake Arbiter’s damage increases to 24… add charge bonuses and the Drake Arbiter’s damage then increases to 48 – 2.&lt;br /&gt;
But it doesn’t stop there, the Drake Arbiter has firststrike meaning that the unit get’s to strike first and as we know previously the horseman only has 38hp. See the picture? If not get someone else to explain the Result ;)&lt;br /&gt;
&lt;br /&gt;
So what I’m also trying to express here is that weapon abilities, can also be your disadvantage as shown in the last example. Once again the question “Do I risk it or not” comes to mind. Even if the Drake Arbiter was on 20 hp, (meaning the horseman can 1 hit kill it), IS the risk of dying on the first round worth it?&lt;br /&gt;
&lt;br /&gt;
'''Next Edition - #10''' [[“Special forces. On my mark!”]]&lt;br /&gt;
&lt;br /&gt;
'''Previous Edition - #8''' [[Traits]]&lt;br /&gt;
&lt;br /&gt;
'''Main Menu –''' [[WSNPP]]&lt;/div&gt;</summary>
		<author><name>Sarom</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WSNPP&amp;diff=42935</id>
		<title>WSNPP</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WSNPP&amp;diff=42935"/>
		<updated>2011-06-07T10:25:58Z</updated>

		<summary type="html">&lt;p&gt;Sarom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Wesnoth Strategy for New or Professional Players ==&lt;br /&gt;
&lt;br /&gt;
Hello all and welcome to '''Wesnoth Strategy for New or Professional Players'''. We are the WSNPP and our aim is to provide Wesnoth players both new and old with guides to improve their gameplay to become one of the top players in Wesnoth.&lt;br /&gt;
&lt;br /&gt;
Also feel free to check out our Blog: &amp;quot;http://wsnpp.blogspot.com/&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Moving along, we plan on sharing my ideas, thoughts, theories, etc through weekly guides for everyone. There will be at least 1 guide for PWP and NWP per week&lt;br /&gt;
&lt;br /&gt;
There will be two types of guides that we will be making:&lt;br /&gt;
&lt;br /&gt;
* NWP - New Wesnoth Player guides&lt;br /&gt;
* PWP - Professional/Intermediate Wesnoth Player guides&lt;br /&gt;
&lt;br /&gt;
NOTE: With PWP guides we will assume you know most of the Wesnoth game mechanics.&lt;br /&gt;
&lt;br /&gt;
This will occur weekly and it will either be a NWP or PWP guide or both (depending on the time we have). Each guide will tackle different tactics, situations and the what to do and what not's and more. we will try to use diagrams or images to help you understand the explanation more and in some cases we might do videos in the future (This is still being discuessed).&lt;br /&gt;
&lt;br /&gt;
At any time feel free to add comment on my guides or add ideas and theories of your own. That said, we hope you all find our guides useful. The team is also opened to any suggestions on improving WSNPP, whether it's graphics related, design or something else&lt;br /&gt;
&lt;br /&gt;
Follow our blog for weekly updates.&lt;br /&gt;
&lt;br /&gt;
=== NWP Guides ===&lt;br /&gt;
&lt;br /&gt;
* '''Edition #1:''' [[Terrain you Pain]]&lt;br /&gt;
* '''Edition #2:''' [[ZOC]]&lt;br /&gt;
* '''Edition #3:''' [[Going Backwards]]&lt;br /&gt;
* '''Edition #4:''' [[Basic Build Orders]]&lt;br /&gt;
* '''Edition #5:''' [[Our love for villages]]&lt;br /&gt;
* '''Edition #6:''' [[Resistances]]&lt;br /&gt;
* '''Edition #7:''' [[Terrain Defence]]&lt;br /&gt;
* '''Edition #8:''' [[Traits]]&lt;br /&gt;
* '''Edition #9:''' [[NWP: Weapon abilities]]&lt;br /&gt;
* '''Edition #10:''' [[NWP: &amp;quot;Special forces. On my mark!&amp;quot;]]&lt;br /&gt;
* '''Edition #11:''' [[NWP: The Wesnoth GUI]] (Video)&lt;br /&gt;
&lt;br /&gt;
=== PWP Guides ===&lt;br /&gt;
&lt;br /&gt;
* '''Edition #1:''' [[The Do's and Dont's of 2v2 Battles]]&lt;br /&gt;
* '''Edition #2:''' [[Auxiliary Build Orders]]&lt;br /&gt;
* '''Edition #3:''' [[Dynamic strategies; 1 plan failed, 100 more to go]]&lt;br /&gt;
* '''Edition #4:''' [[What use are bats]]&lt;br /&gt;
* '''Edition #5:''' [[The power of 2]]&lt;br /&gt;
* '''Edition #6:''' [[Flank the Flank]]&lt;br /&gt;
* '''Edition #7:''' [[PWP: Unit composition]]&lt;br /&gt;
* '''Edition #8:''' [[PWP: The power of FOG]]&lt;br /&gt;
&lt;br /&gt;
=== The Team ===&lt;br /&gt;
&lt;br /&gt;
* '''WSNPP Director: - Sarom'''&lt;br /&gt;
* '''Guide Author: - Sarom'''&lt;br /&gt;
* '''Art Director: - Zaine'''&lt;br /&gt;
* '''FunChillWesnoth Podcasts - So, it seems that around 20 of the voters turn out to be non-wesnoth players... I believe. SO for those who voted sincerely I will occasionally create vids of wesnoth fun ;) Other vids will be for designed for NWP and PWP.'''&lt;/div&gt;</summary>
		<author><name>Sarom</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WSNPP&amp;diff=42934</id>
		<title>WSNPP</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WSNPP&amp;diff=42934"/>
		<updated>2011-06-07T10:25:36Z</updated>

		<summary type="html">&lt;p&gt;Sarom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Wesnoth Strategy for New or Professional Players ==&lt;br /&gt;
&lt;br /&gt;
Hello all and welcome to '''Wesnoth Strategy for New or Professional Players'''. We are the WSNPP and our aim is to provide Wesnoth players both new and old with guides to improve their gameplay to become one of the top players in Wesnoth.&lt;br /&gt;
&lt;br /&gt;
Also feel free to check out our Blog: &amp;quot;http://wsnpp.blogspot.com/&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Moving along, we plan on sharing my ideas, thoughts, theories, etc through weekly guides for everyone. There will be at least 1 guide for PWP and NWP per week&lt;br /&gt;
&lt;br /&gt;
There will be two types of guides that we will be making:&lt;br /&gt;
&lt;br /&gt;
* NWP - New Wesnoth Player guides&lt;br /&gt;
* PWP - Professional/Intermediate Wesnoth Player guides&lt;br /&gt;
&lt;br /&gt;
NOTE: With PWP guides we will assume you know most of the Wesnoth game mechanics.&lt;br /&gt;
&lt;br /&gt;
This will occur weekly and it will either be a NWP or PWP guide or both (depending on the time we have). Each guide will tackle different tactics, situations and the what to do and what not's and more. we will try to use diagrams or images to help you understand the explanation more and in some cases we might do videos in the future (This is still being discuessed).&lt;br /&gt;
&lt;br /&gt;
At any time feel free to add comment on my guides or add ideas and theories of your own. That said, we hope you all find our guides useful. The team is also opened to any suggestions on improving WSNPP, whether it's graphics related, design or something else&lt;br /&gt;
&lt;br /&gt;
Follow our blog for weekly updates.&lt;br /&gt;
&lt;br /&gt;
=== NWP Guides ===&lt;br /&gt;
&lt;br /&gt;
* '''Edition #1:''' [[Terrain you Pain]]&lt;br /&gt;
* '''Edition #2:''' [[ZOC]]&lt;br /&gt;
* '''Edition #3:''' [[Going Backwards]]&lt;br /&gt;
* '''Edition #4:''' [[Basic Build Orders]]&lt;br /&gt;
* '''Edition #5:''' [[Our love for villages]]&lt;br /&gt;
* '''Edition #6:''' [[Resistances]]&lt;br /&gt;
* '''Edition #7:''' [[Terrain Defence]]&lt;br /&gt;
* '''Edition #8:''' [[Traits]]&lt;br /&gt;
* '''Edition #9:''' [[NWP: Weapon abilities]]&lt;br /&gt;
* '''Edition #10:''' [[NWP: &amp;quot;Special forces. On my mark!&amp;quot;]]&lt;br /&gt;
* '''Edition #11:''' [[NWP: The Wesnoth GUI]] (Video)&lt;br /&gt;
&lt;br /&gt;
=== PWP Guides ===&lt;br /&gt;
&lt;br /&gt;
* '''Edition #1:''' [[The Do's and Dont's of 2v2 Battles]]&lt;br /&gt;
* '''Edition #2:''' [[Auxiliary Build Orders]]&lt;br /&gt;
* '''Edition #3:''' [[Dynamic strategies; 1 plan failed, 100 more to go]]&lt;br /&gt;
* '''Edition #4:''' [[What use are bats]]&lt;br /&gt;
* '''Edition #5:''' [[The power of 2]]&lt;br /&gt;
* '''Edition #6:''' [[Flank the Flank]]&lt;br /&gt;
* '''Edition #7:''' [['''PWP:''' Unit composition]]&lt;br /&gt;
* '''Edition #8:''' [[PWP: The power of FOG]]&lt;br /&gt;
&lt;br /&gt;
=== The Team ===&lt;br /&gt;
&lt;br /&gt;
* '''WSNPP Director: - Sarom'''&lt;br /&gt;
* '''Guide Author: - Sarom'''&lt;br /&gt;
* '''Art Director: - Zaine'''&lt;br /&gt;
* '''FunChillWesnoth Podcasts - So, it seems that around 20 of the voters turn out to be non-wesnoth players... I believe. SO for those who voted sincerely I will occasionally create vids of wesnoth fun ;) Other vids will be for designed for NWP and PWP.'''&lt;/div&gt;</summary>
		<author><name>Sarom</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WSNPP&amp;diff=42933</id>
		<title>WSNPP</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WSNPP&amp;diff=42933"/>
		<updated>2011-06-07T10:25:22Z</updated>

		<summary type="html">&lt;p&gt;Sarom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Wesnoth Strategy for New or Professional Players ==&lt;br /&gt;
&lt;br /&gt;
Hello all and welcome to '''Wesnoth Strategy for New or Professional Players'''. We are the WSNPP and our aim is to provide Wesnoth players both new and old with guides to improve their gameplay to become one of the top players in Wesnoth.&lt;br /&gt;
&lt;br /&gt;
Also feel free to check out our Blog: &amp;quot;http://wsnpp.blogspot.com/&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Moving along, we plan on sharing my ideas, thoughts, theories, etc through weekly guides for everyone. There will be at least 1 guide for PWP and NWP per week&lt;br /&gt;
&lt;br /&gt;
There will be two types of guides that we will be making:&lt;br /&gt;
&lt;br /&gt;
* NWP - New Wesnoth Player guides&lt;br /&gt;
* PWP - Professional/Intermediate Wesnoth Player guides&lt;br /&gt;
&lt;br /&gt;
NOTE: With PWP guides we will assume you know most of the Wesnoth game mechanics.&lt;br /&gt;
&lt;br /&gt;
This will occur weekly and it will either be a NWP or PWP guide or both (depending on the time we have). Each guide will tackle different tactics, situations and the what to do and what not's and more. we will try to use diagrams or images to help you understand the explanation more and in some cases we might do videos in the future (This is still being discuessed).&lt;br /&gt;
&lt;br /&gt;
At any time feel free to add comment on my guides or add ideas and theories of your own. That said, we hope you all find our guides useful. The team is also opened to any suggestions on improving WSNPP, whether it's graphics related, design or something else&lt;br /&gt;
&lt;br /&gt;
Follow our blog for weekly updates.&lt;br /&gt;
&lt;br /&gt;
=== NWP Guides ===&lt;br /&gt;
&lt;br /&gt;
* '''Edition #1:''' [[Terrain you Pain]]&lt;br /&gt;
* '''Edition #2:''' [[ZOC]]&lt;br /&gt;
* '''Edition #3:''' [[Going Backwards]]&lt;br /&gt;
* '''Edition #4:''' [[Basic Build Orders]]&lt;br /&gt;
* '''Edition #5:''' [[Our love for villages]]&lt;br /&gt;
* '''Edition #6:''' [[Resistances]]&lt;br /&gt;
* '''Edition #7:''' [[Terrain Defence]]&lt;br /&gt;
* '''Edition #8:''' [[Traits]]&lt;br /&gt;
* '''Edition #9:''' [[NWP: Weapon abilities]]&lt;br /&gt;
* '''Edition #10:''' [[NWP: &amp;quot;Special forces. On my mark!&amp;quot;]]&lt;br /&gt;
* '''Edition #11:''' [[NWP: The Wesnoth GUI]] (Video)&lt;br /&gt;
&lt;br /&gt;
=== PWP Guides ===&lt;br /&gt;
&lt;br /&gt;
* '''Edition #1:''' [[The Do's and Dont's of 2v2 Battles]]&lt;br /&gt;
* '''Edition #2:''' [[Auxiliary Build Orders]]&lt;br /&gt;
* '''Edition #3:''' [[Dynamic strategies; 1 plan failed, 100 more to go]]&lt;br /&gt;
* '''Edition #4:''' [[What use are bats]]&lt;br /&gt;
* '''Edition #5:''' [[The power of 2]]&lt;br /&gt;
* '''Edition #6:''' [[Flank the Flank]]&lt;br /&gt;
* '''Edition #7:''' [['''PWP:'' '' Unit composition]]&lt;br /&gt;
* '''Edition #8:''' [[PWP: The power of FOG]]&lt;br /&gt;
&lt;br /&gt;
=== The Team ===&lt;br /&gt;
&lt;br /&gt;
* '''WSNPP Director: - Sarom'''&lt;br /&gt;
* '''Guide Author: - Sarom'''&lt;br /&gt;
* '''Art Director: - Zaine'''&lt;br /&gt;
* '''FunChillWesnoth Podcasts - So, it seems that around 20 of the voters turn out to be non-wesnoth players... I believe. SO for those who voted sincerely I will occasionally create vids of wesnoth fun ;) Other vids will be for designed for NWP and PWP.'''&lt;/div&gt;</summary>
		<author><name>Sarom</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=PWP:_Unit_composition&amp;diff=42932</id>
		<title>PWP: Unit composition</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=PWP:_Unit_composition&amp;diff=42932"/>
		<updated>2011-06-07T10:24:39Z</updated>

		<summary type="html">&lt;p&gt;Sarom: Created page with ''''WSNPP – PWP Edition #7 Unit Compositions:'''  Unit compositions are vital to the success of any Wesnoth player. What is unit composition? To put it simply: ‘What units mak…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''WSNPP – PWP Edition #7 Unit Compositions:'''&lt;br /&gt;
&lt;br /&gt;
Unit compositions are vital to the success of any Wesnoth player. What is unit composition? To put it simply: ‘What units make up your army’ or ‘What is your army made out of?’.&lt;br /&gt;
Generally most people go with a simple, basic and straightforward composition such as:&lt;br /&gt;
&lt;br /&gt;
*1 scout&lt;br /&gt;
&lt;br /&gt;
*1/2 melee&lt;br /&gt;
&lt;br /&gt;
*1 archer&lt;br /&gt;
&lt;br /&gt;
*1 healer/support&lt;br /&gt;
&lt;br /&gt;
Whilst some other people might go for something different such as:&lt;br /&gt;
&lt;br /&gt;
*Skeleton archer and dark adept spam&lt;br /&gt;
&lt;br /&gt;
Let’s take these two builds and compare them. The first build is a fairly balanced build which should be able to deal everything moderately. The second build, is very effective against  plenty of units if not almost every unit in the game however this build costs more than the first, is less versatile and individual units lacks the ability to support itself.&lt;br /&gt;
&lt;br /&gt;
For each race there is a specific unit composition that is the best which a person would use over and over, however Wesnoth is a TBS (Turn-Based-Strategy) game not an RTS (Real-Time-Strategy) game. In RTS games (I.e. Stracraft 2) you can use the same unit composition and build order almost every single game and win each and every one of them. In Wesnoth however this is not possible.&lt;br /&gt;
An effective player would use certain unit compositions based on his race and the map. Taking the two above builds again as examples, on a large scaled map the most effective build would be the first one. This is because this composition has higher versatility than the undead ‘skeleton archer/dark adept’ spam thus being able to take more villages faster and reinforce significant positions thanks to fast moving units. Not only that, but the units will generally be cheaper than the adepts or even in price with the skeleton archer thus more can be recruited with the high income.&lt;br /&gt;
&lt;br /&gt;
On the other side of this battlefield, the 2nd unit composition whilst strong and deadly it is slow and is only effective in groups. In a large map they lack the ability to split up, take and hold outlying villages. In a small map however where there are little outlying villages and significant locations the undead army would thrive. As a one large group this unit composition would be able to kill literally anything in seconds. Both (compositions) sides would have no advantages when it comes to speed or reinforcing speed as well as versatility. So it all comes down to who has the most power and it most effective at killing the other which to no surprise would be the undead ‘skeleton archer/dark adept’ spam.&lt;br /&gt;
&lt;br /&gt;
So far we’ve looked at good to the best unit compositions. Let’s look at the bad or less useful compositions:&lt;br /&gt;
&lt;br /&gt;
*Horsemen spam – Believe it or not but just spamming horsemen is not effective at all except for rushing the enemy leader.&lt;br /&gt;
&lt;br /&gt;
*Bats/ghosts/zombies – It’s a unit composition… not many use this… can work… if lucky.&lt;br /&gt;
&lt;br /&gt;
.....&lt;br /&gt;
.....&lt;br /&gt;
&lt;br /&gt;
To be truthful there is no bad composition and really there is an unlimited list of compositions. (spearman spam, heavy infantry/mage etc….) Just think of a group of units that you would use, group them and walla you got a composition. '''The question is: “How effective is your composition? What are the advantages? And what are the disadvantages?”'''&lt;br /&gt;
&lt;br /&gt;
For example let’s take the one of (in my opinion) not so effective compositions. Horsemen spam… if you remember one of my recent posts it was a FCW challenge =P.  List of disadvantages and advantages:&lt;br /&gt;
&lt;br /&gt;
'''DISADVANTAGES:'''&lt;br /&gt;
&lt;br /&gt;
*Little versatility when it comes to killing enemy units&lt;br /&gt;
&lt;br /&gt;
*Specialises in pierce only (Try using this against undead ^^)&lt;br /&gt;
&lt;br /&gt;
*Charge ability has knockback (in the sense that when charging a targeted unit that unit get’s the charge ability back)&lt;br /&gt;
&lt;br /&gt;
*Expensive per unit&lt;br /&gt;
&lt;br /&gt;
*Low defences, resistances and no support units (except it’s friendly horsemen)&lt;br /&gt;
&lt;br /&gt;
'''ADVANTAGES:'''&lt;br /&gt;
&lt;br /&gt;
*Good Hp per unit&lt;br /&gt;
&lt;br /&gt;
*Fast movement allowing quick village capture (or scouting), thus high income for a quick game transition (Will elaborate in later guides) &lt;br /&gt;
&lt;br /&gt;
*Effective at dealing large amounts of damage (Good at taking out enemy leaders)&lt;br /&gt;
&lt;br /&gt;
As we can see the disadvantages outweigh the advantages and when it comes to choosing the right composition, we generally want to have lots of advantages and no disadvantages. So in theory a build with positive aspects that outweigh the negatives will always win every battle. Realistically that isn’t likely going to happen. Just to show you what I mean I’ll list the positive and negative aspects of the undead skeleton archer/ dark adept spam:&lt;br /&gt;
&lt;br /&gt;
'''DISADVANTAGES:'''&lt;br /&gt;
&lt;br /&gt;
*Little versatility (regarding speed and the need to rely on other support units)&lt;br /&gt;
&lt;br /&gt;
*Relies on groups of units rather than individual units&lt;br /&gt;
&lt;br /&gt;
*Fairly expensive (dark adept  = 20gp, skeleton archer = 14gp each)&lt;br /&gt;
&lt;br /&gt;
'''ADVANTAGES:'''&lt;br /&gt;
&lt;br /&gt;
*Very effective against many units&lt;br /&gt;
&lt;br /&gt;
*Covers four different types of attacks (Cold, Arcane, Pierce, Blade)&lt;br /&gt;
&lt;br /&gt;
*Can easily hold significant positions and replenish armies with temporary and cheap reinforcements&lt;br /&gt;
*High resistances and defences&lt;br /&gt;
&lt;br /&gt;
*When in mass groups able to create many ZoCs positions and traps or flanks&lt;br /&gt;
&lt;br /&gt;
*Allows for smooth unit transitions to other units (bats, ghosts etc) to support the main army or conduct special missions&lt;br /&gt;
&lt;br /&gt;
*Can implement a fair amount of strategies (although the most common is a giant moving wall of death)&lt;br /&gt;
&lt;br /&gt;
Intimidating? Yes? But the horsemen spam can still win against this build. Why? Well we all know that undead archers have the advantages of pierce but the horsemen have the advantage of mobility. They can be used to quickly take out the enemy leader and ending the game. Meh… anyhow what I’m trying to express is that there are good and not so good compositions but it really depends on how you use the build. A build can only go so far but to bring a build to its best you have to create a strategy that will make the build effective.&lt;br /&gt;
&lt;br /&gt;
Well that’s all for now… I do realise I seem to have skipped ‘The power of FOG’ so I’ll do that next. Look forward to it ;) There’ll be a very nice trick I will reveal that sound obvious however, not many use it. (Note: I probably missed something in the advantages and disadvantages. Hard to know everything, feel free to edit it but do notify me of the changes you make)&lt;br /&gt;
&lt;br /&gt;
'''Previous Edition: Edition #6''' [[Flank the Flank]]&lt;br /&gt;
&lt;br /&gt;
'''Next Edition: Edition #8''' [[The power of FOG]]&lt;br /&gt;
&lt;br /&gt;
'''Main menu:''' [[WSNPP]]&lt;/div&gt;</summary>
		<author><name>Sarom</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WSNPP&amp;diff=42931</id>
		<title>WSNPP</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WSNPP&amp;diff=42931"/>
		<updated>2011-06-07T10:24:27Z</updated>

		<summary type="html">&lt;p&gt;Sarom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Wesnoth Strategy for New or Professional Players ==&lt;br /&gt;
&lt;br /&gt;
Hello all and welcome to '''Wesnoth Strategy for New or Professional Players'''. We are the WSNPP and our aim is to provide Wesnoth players both new and old with guides to improve their gameplay to become one of the top players in Wesnoth.&lt;br /&gt;
&lt;br /&gt;
Also feel free to check out our Blog: &amp;quot;http://wsnpp.blogspot.com/&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Moving along, we plan on sharing my ideas, thoughts, theories, etc through weekly guides for everyone. There will be at least 1 guide for PWP and NWP per week&lt;br /&gt;
&lt;br /&gt;
There will be two types of guides that we will be making:&lt;br /&gt;
&lt;br /&gt;
* NWP - New Wesnoth Player guides&lt;br /&gt;
* PWP - Professional/Intermediate Wesnoth Player guides&lt;br /&gt;
&lt;br /&gt;
NOTE: With PWP guides we will assume you know most of the Wesnoth game mechanics.&lt;br /&gt;
&lt;br /&gt;
This will occur weekly and it will either be a NWP or PWP guide or both (depending on the time we have). Each guide will tackle different tactics, situations and the what to do and what not's and more. we will try to use diagrams or images to help you understand the explanation more and in some cases we might do videos in the future (This is still being discuessed).&lt;br /&gt;
&lt;br /&gt;
At any time feel free to add comment on my guides or add ideas and theories of your own. That said, we hope you all find our guides useful. The team is also opened to any suggestions on improving WSNPP, whether it's graphics related, design or something else&lt;br /&gt;
&lt;br /&gt;
Follow our blog for weekly updates.&lt;br /&gt;
&lt;br /&gt;
=== NWP Guides ===&lt;br /&gt;
&lt;br /&gt;
* '''Edition #1:''' [[Terrain you Pain]]&lt;br /&gt;
* '''Edition #2:''' [[ZOC]]&lt;br /&gt;
* '''Edition #3:''' [[Going Backwards]]&lt;br /&gt;
* '''Edition #4:''' [[Basic Build Orders]]&lt;br /&gt;
* '''Edition #5:''' [[Our love for villages]]&lt;br /&gt;
* '''Edition #6:''' [[Resistances]]&lt;br /&gt;
* '''Edition #7:''' [[Terrain Defence]]&lt;br /&gt;
* '''Edition #8:''' [[Traits]]&lt;br /&gt;
* '''Edition #9:''' [[NWP: Weapon abilities]]&lt;br /&gt;
* '''Edition #10:''' [[NWP: &amp;quot;Special forces. On my mark!&amp;quot;]]&lt;br /&gt;
* '''Edition #11:''' [[NWP: The Wesnoth GUI]] (Video)&lt;br /&gt;
&lt;br /&gt;
=== PWP Guides ===&lt;br /&gt;
&lt;br /&gt;
* '''Edition #1:''' [[The Do's and Dont's of 2v2 Battles]]&lt;br /&gt;
* '''Edition #2:''' [[Auxiliary Build Orders]]&lt;br /&gt;
* '''Edition #3:''' [[Dynamic strategies; 1 plan failed, 100 more to go]]&lt;br /&gt;
* '''Edition #4:''' [[What use are bats]]&lt;br /&gt;
* '''Edition #5:''' [[The power of 2]]&lt;br /&gt;
* '''Edition #6:''' [[Flank the Flank]]&lt;br /&gt;
* '''Edition #7:''' [[PWP: Unit composition]]&lt;br /&gt;
* '''Edition #8:''' [[PWP: The power of FOG]]&lt;br /&gt;
&lt;br /&gt;
=== The Team ===&lt;br /&gt;
&lt;br /&gt;
* '''WSNPP Director: - Sarom'''&lt;br /&gt;
* '''Guide Author: - Sarom'''&lt;br /&gt;
* '''Art Director: - Zaine'''&lt;br /&gt;
* '''FunChillWesnoth Podcasts - So, it seems that around 20 of the voters turn out to be non-wesnoth players... I believe. SO for those who voted sincerely I will occasionally create vids of wesnoth fun ;) Other vids will be for designed for NWP and PWP.'''&lt;/div&gt;</summary>
		<author><name>Sarom</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WSNPP&amp;diff=42929</id>
		<title>WSNPP</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WSNPP&amp;diff=42929"/>
		<updated>2011-06-07T10:22:03Z</updated>

		<summary type="html">&lt;p&gt;Sarom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Wesnoth Strategy for New or Professional Players ==&lt;br /&gt;
&lt;br /&gt;
Hello all and welcome to '''Wesnoth Strategy for New or Professional Players'''. We are the WSNPP and our aim is to provide Wesnoth players both new and old with guides to improve their gameplay to become one of the top players in Wesnoth.&lt;br /&gt;
&lt;br /&gt;
Also feel free to check out our Blog: &amp;quot;http://wsnpp.blogspot.com/&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Moving along, we plan on sharing my ideas, thoughts, theories, etc through weekly guides for everyone. There will be at least 1 guide for PWP and NWP per week&lt;br /&gt;
&lt;br /&gt;
There will be two types of guides that we will be making:&lt;br /&gt;
&lt;br /&gt;
* NWP - New Wesnoth Player guides&lt;br /&gt;
* PWP - Professional/Intermediate Wesnoth Player guides&lt;br /&gt;
&lt;br /&gt;
NOTE: With PWP guides we will assume you know most of the Wesnoth game mechanics.&lt;br /&gt;
&lt;br /&gt;
This will occur weekly and it will either be a NWP or PWP guide or both (depending on the time we have). Each guide will tackle different tactics, situations and the what to do and what not's and more. we will try to use diagrams or images to help you understand the explanation more and in some cases we might do videos in the future (This is still being discuessed).&lt;br /&gt;
&lt;br /&gt;
At any time feel free to add comment on my guides or add ideas and theories of your own. That said, we hope you all find our guides useful. The team is also opened to any suggestions on improving WSNPP, whether it's graphics related, design or something else&lt;br /&gt;
&lt;br /&gt;
Follow our blog for weekly updates.&lt;br /&gt;
&lt;br /&gt;
=== NWP Guides ===&lt;br /&gt;
&lt;br /&gt;
* '''Edition #1:''' [[Terrain you Pain]]&lt;br /&gt;
* '''Edition #2:''' [[ZOC]]&lt;br /&gt;
* '''Edition #3:''' [[Going Backwards]]&lt;br /&gt;
* '''Edition #4:''' [[Basic Build Orders]]&lt;br /&gt;
* '''Edition #5:''' [[Our love for villages]]&lt;br /&gt;
* '''Edition #6:''' [[Resistances]]&lt;br /&gt;
* '''Edition #7:''' [[Terrain Defence]]&lt;br /&gt;
* '''Edition #8:''' [[Traits]]&lt;br /&gt;
* '''Edition #9:''' [[Weapon abilities]]&lt;br /&gt;
* '''Edition #10:''' [[&amp;quot;Special forces. On my mark!&amp;quot;]]&lt;br /&gt;
* '''Edition #11:''' [[The Wesnoth GUI]] (Video)&lt;br /&gt;
&lt;br /&gt;
=== PWP Guides ===&lt;br /&gt;
&lt;br /&gt;
* '''Edition #1:''' [[The Do's and Dont's of 2v2 Battles]]&lt;br /&gt;
* '''Edition #2:''' [[Auxiliary Build Orders]]&lt;br /&gt;
* '''Edition #3:''' [[Dynamic strategies; 1 plan failed, 100 more to go]]&lt;br /&gt;
* '''Edition #4:''' [[What use are bats]]&lt;br /&gt;
* '''Edition #5:''' [[The power of 2]]&lt;br /&gt;
* '''Edition #6:''' [[Flank the Flank]]&lt;br /&gt;
* '''Edition #7:''' [[Unit composition]]&lt;br /&gt;
* '''Edition #8:''' [[The power of FOG]]&lt;br /&gt;
&lt;br /&gt;
=== The Team ===&lt;br /&gt;
&lt;br /&gt;
* '''WSNPP Director: - Sarom'''&lt;br /&gt;
* '''Guide Author: - Sarom'''&lt;br /&gt;
* '''Art Director: - Zaine'''&lt;br /&gt;
* '''FunChillWesnoth Podcasts - So, it seems that around 20 of the voters turn out to be non-wesnoth players... I believe. SO for those who voted sincerely I will occasionally create vids of wesnoth fun ;) Other vids will be for designed for NWP and PWP.'''&lt;/div&gt;</summary>
		<author><name>Sarom</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WSNPP&amp;diff=42928</id>
		<title>WSNPP</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WSNPP&amp;diff=42928"/>
		<updated>2011-06-07T10:21:18Z</updated>

		<summary type="html">&lt;p&gt;Sarom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Wesnoth Strategy for New or Professional Players ==&lt;br /&gt;
&lt;br /&gt;
Hello all and welcome to '''Wesnoth Strategy for New or Professional Players'''. We are the WSNPP and our aim is to provide Wesnoth players both new and old with guides to improve their gameplay to become one of the top players in Wesnoth.&lt;br /&gt;
&lt;br /&gt;
Also feel free to check out our Blog: &amp;quot;http://wsnpp.blogspot.com/&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Moving along, we plan on sharing my ideas, thoughts, theories, etc through weekly guides for everyone. There will be at least 1 guide for PWP and NWP per week&lt;br /&gt;
&lt;br /&gt;
There will be two types of guides that we will be making:&lt;br /&gt;
&lt;br /&gt;
* NWP - New Wesnoth Player guides&lt;br /&gt;
* PWP - Professional/Intermediate Wesnoth Player guides&lt;br /&gt;
&lt;br /&gt;
NOTE: With PWP guides we will assume you know most of the Wesnoth game mechanics.&lt;br /&gt;
&lt;br /&gt;
This will occur weekly and it will either be a NWP or PWP guide or both (depending on the time we have). Each guide will tackle different tactics, situations and the what to do and what not's and more. we will try to use diagrams or images to help you understand the explanation more and in some cases we might do videos in the future (This is still being discuessed).&lt;br /&gt;
&lt;br /&gt;
At any time feel free to add comment on my guides or add ideas and theories of your own. That said, we hope you all find our guides useful. The team is also opened to any suggestions on improving WSNPP, whether it's graphics related, design or something else&lt;br /&gt;
&lt;br /&gt;
Follow our blog for weekly updates.&lt;br /&gt;
&lt;br /&gt;
=== NWP Guides ===&lt;br /&gt;
&lt;br /&gt;
* '''Edition #1:''' [[NWP: Terrain you Pain]]&lt;br /&gt;
* '''Edition #2:''' [[NWP: ZOC]]&lt;br /&gt;
* '''Edition #3:''' [[NWP: Going Backwards]]&lt;br /&gt;
* '''Edition #4:''' [[NWP: Basic Build Orders]]&lt;br /&gt;
* '''Edition #5:''' [[NWP: Our love for villages]]&lt;br /&gt;
* '''Edition #6:''' [[NWP: Resistances]]&lt;br /&gt;
* '''Edition #7:''' [[NWP: Terrain Defence]]&lt;br /&gt;
* '''Edition #8:''' [[NWP: Traits]]&lt;br /&gt;
* '''Edition #9:''' [[NWP: Weapon abilities]]&lt;br /&gt;
* '''Edition #10:''' [[NWP: &amp;quot;Special forces. On my mark!&amp;quot;]]&lt;br /&gt;
* '''Edition #11:''' [[NWP: The Wesnoth GUI]] (Video)&lt;br /&gt;
&lt;br /&gt;
=== PWP Guides ===&lt;br /&gt;
&lt;br /&gt;
* '''Edition #1:''' [[PWP: The Do's and Dont's of 2v2 Battles]]&lt;br /&gt;
* '''Edition #2:''' [[PWP: Auxiliary Build Orders]]&lt;br /&gt;
* '''Edition #3:''' [[PWP: Dynamic strategies; 1 plan failed, 100 more to go]]&lt;br /&gt;
* '''Edition #4:''' [[PWP: What use are bats]]&lt;br /&gt;
* '''Edition #5:''' [[PWP: The power of 2]]&lt;br /&gt;
* '''Edition #6:''' [[PWP: Flank the Flank]]&lt;br /&gt;
* '''Edition #7:''' [[PWP: Unit composition]]&lt;br /&gt;
* '''Edition #8:''' [[PWP: The power of FOG]]&lt;br /&gt;
&lt;br /&gt;
=== The Team ===&lt;br /&gt;
&lt;br /&gt;
* '''WSNPP Director: - Sarom'''&lt;br /&gt;
* '''Guide Author: - Sarom'''&lt;br /&gt;
* '''Art Director: - Zaine'''&lt;br /&gt;
* '''FunChillWesnoth Podcasts - So, it seems that around 20 of the voters turn out to be non-wesnoth players... I believe. SO for those who voted sincerely I will occasionally create vids of wesnoth fun ;) Other vids will be for designed for NWP and PWP.'''&lt;/div&gt;</summary>
		<author><name>Sarom</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WSNPP&amp;diff=42909</id>
		<title>WSNPP</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WSNPP&amp;diff=42909"/>
		<updated>2011-06-06T10:36:37Z</updated>

		<summary type="html">&lt;p&gt;Sarom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Wesnoth Strategy for New or Professional Players ==&lt;br /&gt;
&lt;br /&gt;
Hello all and welcome to '''Wesnoth Strategy for New or Professional Players'''. We are the WSNPP and our aim is to provide Wesnoth players both new and old with guides to improve their gameplay to become one of the top players in Wesnoth.&lt;br /&gt;
&lt;br /&gt;
Also feel free to check out our Blog: &amp;quot;http://wsnpp.blogspot.com/&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Moving along, we plan on sharing my ideas, thoughts, theories, etc through weekly guides for everyone. There will be at least 1 guide for PWP and NWP per week&lt;br /&gt;
&lt;br /&gt;
There will be two types of guides that we will be making:&lt;br /&gt;
&lt;br /&gt;
* NWP - New Wesnoth Player guides&lt;br /&gt;
* PWP - Professional/Intermediate Wesnoth Player guides&lt;br /&gt;
&lt;br /&gt;
NOTE: With PWP guides we will assume you know most of the Wesnoth game mechanics.&lt;br /&gt;
&lt;br /&gt;
This will occur weekly and it will either be a NWP or PWP guide or both (depending on the time we have). Each guide will tackle different tactics, situations and the what to do and what not's and more. we will try to use diagrams or images to help you understand the explanation more and in some cases we might do videos in the future (This is still being discuessed).&lt;br /&gt;
&lt;br /&gt;
At any time feel free to add comment on my guides or add ideas and theories of your own. That said, we hope you all find our guides useful.&lt;br /&gt;
&lt;br /&gt;
Follow our blog for weekly updates.&lt;br /&gt;
&lt;br /&gt;
=== NWP Guides ===&lt;br /&gt;
&lt;br /&gt;
* '''Edition #1:''' [[Terrain you Pain]]&lt;br /&gt;
* '''Edition #2:''' [[ZOC]]&lt;br /&gt;
* '''Edition #3:''' [[Going Backwards]]&lt;br /&gt;
* '''Edition #4:''' [[Basic Build Orders]]&lt;br /&gt;
* '''Edition #5:''' [[Our love for villages]]&lt;br /&gt;
* '''Edition #6:''' [[Resistances]]&lt;br /&gt;
* '''Edition #7:''' [[Terrain Defence]]&lt;br /&gt;
* '''Edition #8:''' [[Traits]]&lt;br /&gt;
* '''Edition #9:''' [[Weapon abilities]]&lt;br /&gt;
* '''Edition #10:''' [[&amp;quot;Special forces. On my mark!&amp;quot;]]&lt;br /&gt;
* '''Edition #11:''' [[The Wesnoth GUI]] (Video)&lt;br /&gt;
&lt;br /&gt;
=== PWP Guides ===&lt;br /&gt;
&lt;br /&gt;
* '''Edition #1:''' [[The Do's and Dont's of 2v2 Battles]]&lt;br /&gt;
* '''Edition #2:''' [[Auxiliary Build Orders]]&lt;br /&gt;
* '''Edition #3:''' [[Dynamic strategies; 1 plan failed, 100 more to go]]&lt;br /&gt;
* '''Edition #4:''' [[What use are bats]]&lt;br /&gt;
* '''Edition #5:''' [[The power of 2]]&lt;br /&gt;
* '''Edition #6:''' [[Flank the Flank]]&lt;br /&gt;
* '''Edition #7:''' [[Unit composition]]&lt;br /&gt;
* '''Edition #8:''' [[The power of FOG]]&lt;br /&gt;
&lt;br /&gt;
=== The Team ===&lt;br /&gt;
&lt;br /&gt;
* '''WSNPP Director: - Sarom'''&lt;br /&gt;
* '''Guide Author: - Sarom'''&lt;br /&gt;
* '''Art Director: - Zaine'''&lt;br /&gt;
* '''FunChillWesnoth Podcasts - So, it seems that around 20 of the voters turn out to be non-wesnoth players... I believe. SO for those who voted sincerely I will occasionally create vids of wesnoth fun ;) Other vids will be for designed for NWP and PWP.'''&lt;/div&gt;</summary>
		<author><name>Sarom</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WSNPP&amp;diff=42698</id>
		<title>WSNPP</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WSNPP&amp;diff=42698"/>
		<updated>2011-05-16T06:24:07Z</updated>

		<summary type="html">&lt;p&gt;Sarom: /* PWP Guides */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Wesnoth Strategy for New or Professional Players ==&lt;br /&gt;
&lt;br /&gt;
Hello all and welcome to '''Wesnoth Strategy for New or Professional Players'''. We are the WSNPP and our aim is to provide Wesnoth players both new and old with guides to improve their gameplay to become one of the top players in Wesnoth.&lt;br /&gt;
&lt;br /&gt;
Also feel free to check out our Blog: &amp;quot;http://wsnpp.blogspot.com/&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Moving along, we plan on sharing my ideas, thoughts, theories, etc through weekly guides for everyone. There will be at least 1 guide for PWP and NWP per week&lt;br /&gt;
&lt;br /&gt;
There will be two types of guides that we will be making:&lt;br /&gt;
&lt;br /&gt;
* NWP - New Wesnoth Player guides&lt;br /&gt;
* PWP - Professional/Intermediate Wesnoth Player guides&lt;br /&gt;
&lt;br /&gt;
NOTE: With PWP guides we will assume you know most of the Wesnoth game mechanics.&lt;br /&gt;
&lt;br /&gt;
This will occur weekly and it will either be a NWP or PWP guide or both (depending on the time we have). Each guide will tackle different tactics, situations and the what to do and what not's and more. we will try to use diagrams or images to help you understand the explanation more and in some cases we might do videos in the future (This is still being discuessed).&lt;br /&gt;
&lt;br /&gt;
At any time feel free to add comment on my guides or add ideas and theories of your own. That said, we hope you all find our guides useful.&lt;br /&gt;
&lt;br /&gt;
Follow our blog for weekly updates.&lt;br /&gt;
&lt;br /&gt;
=== NWP Guides ===&lt;br /&gt;
&lt;br /&gt;
* '''Edition #1:''' [[Terrain you Pain]]&lt;br /&gt;
* '''Edition #2:''' [[ZOC]]&lt;br /&gt;
* '''Edition #3:''' [[Going Backwards]]&lt;br /&gt;
* '''Edition #4:''' [[Basic Build Orders]]&lt;br /&gt;
* '''Edition #5:''' [[Our love for villages]]&lt;br /&gt;
* '''Edition #6:''' [[Resistances]]&lt;br /&gt;
* '''Edition #7:''' [[Terrain Defence]]&lt;br /&gt;
* '''Edition #8:''' [[Traits]]&lt;br /&gt;
* '''Edition #9:''' [[Weapon abilities]]&lt;br /&gt;
* '''Edition #10:''' [[&amp;quot;Special forces. On my mark!&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=== PWP Guides ===&lt;br /&gt;
&lt;br /&gt;
* '''Edition #1:''' [[The Do's and Dont's of 2v2 Battles]]&lt;br /&gt;
* '''Edition #2:''' [[Auxiliary Build Orders]]&lt;br /&gt;
* '''Edition #3:''' [[Dynamic strategies; 1 plan failed, 100 more to go]]&lt;br /&gt;
* '''Edition #4:''' [[What use are bats]]&lt;br /&gt;
* '''Edition #5:''' [[The power of 2]]&lt;br /&gt;
* '''Edition #6:''' [[Flank the Flank]]&lt;br /&gt;
* '''Edition #7:''' [[The power of FOG]]&lt;br /&gt;
&lt;br /&gt;
=== The Team ===&lt;br /&gt;
&lt;br /&gt;
* '''WSNPP Director: - Sarom'''&lt;br /&gt;
* '''Guide Author: - Sarom'''&lt;br /&gt;
* '''Art Director: - Zaine'''&lt;br /&gt;
* '''FunChillWesnoth Podcasts - (yet to decide if we should do this)'''&lt;/div&gt;</summary>
		<author><name>Sarom</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=NWP:_Traits&amp;diff=42490</id>
		<title>NWP: Traits</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=NWP:_Traits&amp;diff=42490"/>
		<updated>2011-05-06T08:30:55Z</updated>

		<summary type="html">&lt;p&gt;Sarom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''WSNPP - NWP: Edition #8 Traits'''&lt;br /&gt;
&lt;br /&gt;
So here we're going to look at traits. Traits are specific pro's and con's that define a character. In wesnoth terms traits give character's advantages or weaknesses (normally known as flaws but meh =P).&lt;br /&gt;
&lt;br /&gt;
Most units will have two traits and the majority of those will have two positive/advantageous traits. Some units may have one or two flaws such as goblin spearmen (ftw). Some examples of traits for level 1 units + are:&lt;br /&gt;
&lt;br /&gt;
'''Elvish archer;'''&lt;br /&gt;
&lt;br /&gt;
- dexterous : +1 to ranged damage&lt;br /&gt;
&lt;br /&gt;
- intelligent : decreases max exp by 20%&lt;br /&gt;
&lt;br /&gt;
'''Goblin spearmen;'''&lt;br /&gt;
&lt;br /&gt;
- slow : -1 to movement speed&lt;br /&gt;
&lt;br /&gt;
- weak : -1 to damage&lt;br /&gt;
&lt;br /&gt;
So why do we have these traits? Well, I don't know the exact reason behind the curtains of the Wesnoth Developer's chest of secrets but in my opinion: it's to put variety into the game, to differ between two elvish fighters fighting each other and bring in new conditions that changes normal tactics. What new conditions may you say? Well the conditions of advantages; the fact that your elvish fighter may be dexterous (+1 to ranged) may mean that you'll use his ranged attacks more often then melee. Which may change how you play or any strategies that you may have.&lt;br /&gt;
&lt;br /&gt;
How significant are they? Well take two elvish archers for example. If they are both fighting each other, on the same terrain type, with the same hp, damage and exp (say 10 for now); then it would be whoever is the luckiest wins. If we give one of the elvish archers traits such as dexterous and intelligent, the chances of killing the enemy increases and the chances that he will level, gain full hp regenerate and kill his enemy increases.&lt;br /&gt;
&lt;br /&gt;
*The smallest thing can make a big difference ;)&lt;br /&gt;
'''Funny Easter Egg:''' One time when I was playing undead, an undead archer that I recruited had 'intelligent' and 'resilient' as its two traits. See the issue there? If not, the answer will be in the next guide.&lt;br /&gt;
&lt;br /&gt;
Next Edition: #9 - [[Weapon abilities]]&lt;br /&gt;
&lt;br /&gt;
Previous Edition: #7 - [[Terrain Defence]]&lt;br /&gt;
&lt;br /&gt;
Main Menu: [[WSNPP]]&lt;/div&gt;</summary>
		<author><name>Sarom</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=NWP:_Traits&amp;diff=42489</id>
		<title>NWP: Traits</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=NWP:_Traits&amp;diff=42489"/>
		<updated>2011-05-06T08:30:18Z</updated>

		<summary type="html">&lt;p&gt;Sarom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''WSNPP - NWP: Edition #8 Traits'''&lt;br /&gt;
&lt;br /&gt;
So here we're going to look at traits. Traits are specific pro's and con's that define a character. In wesnoth terms traits give character's advantages or weaknesses (normally known as flaws but meh =P).&lt;br /&gt;
&lt;br /&gt;
Most units will have two traits and the majority of those will have two positive/advantageous traits. Some units may have one or two flaws such as goblin spearmen (ftw). Some examples of traits for level 1 units + are:&lt;br /&gt;
&lt;br /&gt;
'''Elvish archer;'''&lt;br /&gt;
&lt;br /&gt;
- dexterous : +1 to ranged damage&lt;br /&gt;
&lt;br /&gt;
- intelligent : decreases max exp by 20%&lt;br /&gt;
&lt;br /&gt;
'''Goblin spearmen;'''&lt;br /&gt;
&lt;br /&gt;
- slow : -1 to movement speed&lt;br /&gt;
&lt;br /&gt;
- weak : -1 to damage&lt;br /&gt;
&lt;br /&gt;
So why do we have these traits? Well, I don't know the exact reason behind the curtains of the Wesnoth Developer's chest of secrets but in my opinion: it's to put variety into the game, to differ between two elvish fighters fighting each other and bring in new conditions that changes normal tactics. What new conditions may you say? Well the conditions of advantages; the fact that your elvish fighter may be dexterous (+1 to ranged) may mean that you'll use his ranged attacks more often then melee. Which may change how you play or any strategies that you may have.&lt;br /&gt;
&lt;br /&gt;
How significant are they? Well take two elvish archers for example. If they are both fighting each other, on the same terrain type, with the same hp, damage and exp (say 10 for now); then it would be whoever is the luckiest wins. If we give one of the elvish archers traits such as dexterous and intelligent, the chances of killing the enemy increases and the chances that he will level, gain full hp regenerate and kill his enemy increases.&lt;br /&gt;
&lt;br /&gt;
*The smallest thing can make a bi difference* ;)&lt;br /&gt;
'''Funny Easter Egg:''' One time when I was playing undead, an undead archer that I recruited had 'intelligent' and 'resilient' as its two traits. See the issue there? If not, the answer will be in the next guide.&lt;br /&gt;
&lt;br /&gt;
Next Edition: #9 - [[Weapon abilities]]&lt;br /&gt;
&lt;br /&gt;
Previous Edition: #7 - [[Terrain defence]]&lt;br /&gt;
&lt;br /&gt;
Main Menu: [[WSNPP]]&lt;/div&gt;</summary>
		<author><name>Sarom</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=NWP:_Traits&amp;diff=42488</id>
		<title>NWP: Traits</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=NWP:_Traits&amp;diff=42488"/>
		<updated>2011-05-06T07:47:24Z</updated>

		<summary type="html">&lt;p&gt;Sarom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WSNPP - NWP: Edition #8 Traits&lt;br /&gt;
&lt;br /&gt;
So here we're going to look at traits. Traits are specific pro's and con's that define a character. In wesnoth terms traits give character's advantages or weaknesses (normally known as flaws but meh =P).&lt;br /&gt;
&lt;br /&gt;
Most units will have two traits and the majority of those will have two positive/advantageous traits. Some units may have one or two flaws such as goblin spearmen (ftw). Some examples of traits for level 1 units + are:&lt;br /&gt;
&lt;br /&gt;
Elvish archer;&lt;br /&gt;
&lt;br /&gt;
- dexterous : +1 to ranged damage&lt;br /&gt;
&lt;br /&gt;
- intelligent : decreases max exp by 20%&lt;br /&gt;
&lt;br /&gt;
Goblin spearmen;&lt;br /&gt;
&lt;br /&gt;
- slow : -1 to movement speed&lt;br /&gt;
&lt;br /&gt;
- weak : -1 to damage&lt;/div&gt;</summary>
		<author><name>Sarom</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=NWP:_Traits&amp;diff=42460</id>
		<title>NWP: Traits</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=NWP:_Traits&amp;diff=42460"/>
		<updated>2011-05-02T04:03:37Z</updated>

		<summary type="html">&lt;p&gt;Sarom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WSNPP - NWP: Edition #8 Traits&lt;br /&gt;
&lt;br /&gt;
So here we're going to look at traits. Traits are specific pro's and con's that define a character. In wesnoth terms traits give character's advantages or weaknesses (normally known as flaws but meh =P).&lt;br /&gt;
&lt;br /&gt;
Most units will have two traits and more units will have two positive traits. Some units may have one or two flaws such as goblin spearmen (ftw). Some examples of traits for level 1 units + are:&lt;br /&gt;
&lt;br /&gt;
Elvish archer;&lt;br /&gt;
&lt;br /&gt;
- dexterous : +1 to ranged damage&lt;br /&gt;
&lt;br /&gt;
- intelligent : decreases max exp by 20%&lt;br /&gt;
&lt;br /&gt;
Goblin spearmen;&lt;br /&gt;
&lt;br /&gt;
- slow : -1 to movement speed&lt;br /&gt;
&lt;br /&gt;
- weak : -1 to damage&lt;/div&gt;</summary>
		<author><name>Sarom</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=NWP:_Traits&amp;diff=42459</id>
		<title>NWP: Traits</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=NWP:_Traits&amp;diff=42459"/>
		<updated>2011-05-02T04:01:44Z</updated>

		<summary type="html">&lt;p&gt;Sarom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WSNPP - NWP: Edition #8 Traits&lt;br /&gt;
&lt;br /&gt;
So here we're going to look at traits. Traits are specific pro's and con's that define a character. In wesnoth terms traits give character's advantages or weaknesses (normally known as flaws but meh =P).&lt;br /&gt;
&lt;br /&gt;
Most units will have two traits and more units will have two positive traits. Some units may have one or two flaws such as goblin spearmen (ftw). Some examples of traits for level 1 units + are:&lt;br /&gt;
&lt;br /&gt;
Elvish archer;&lt;br /&gt;
&lt;br /&gt;
- dexterous : +1 to ranged damage&lt;br /&gt;
&lt;br /&gt;
- intelligent : decreases max exp by 20%&lt;/div&gt;</summary>
		<author><name>Sarom</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=NWP:_Traits&amp;diff=42458</id>
		<title>NWP: Traits</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=NWP:_Traits&amp;diff=42458"/>
		<updated>2011-05-02T03:57:50Z</updated>

		<summary type="html">&lt;p&gt;Sarom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WSNPP - NWP: Edition #8 Traits&lt;br /&gt;
&lt;br /&gt;
So here we're going to look at traits. Traits are specific pro's and con's that define a character. In wesnoth terms traits give character's advantages or weaknesses (normally known as flaws but meh =P).&lt;br /&gt;
&lt;br /&gt;
Most units will have two traits and more units will have two positive traits. Some units may have one or two flaws such as goblin spearmen (ftw). Some examples of traits for level 1 units + are:&lt;br /&gt;
&lt;br /&gt;
Elvish archer;&lt;br /&gt;
- dexterous : +1 to ranged damage&lt;br /&gt;
- intelligent : decreases max exp by 20%&lt;/div&gt;</summary>
		<author><name>Sarom</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=NWP:_Traits&amp;diff=42457</id>
		<title>NWP: Traits</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=NWP:_Traits&amp;diff=42457"/>
		<updated>2011-05-02T03:50:26Z</updated>

		<summary type="html">&lt;p&gt;Sarom: Created page with 'WSNPP - NWP: Edition #8 Traits'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WSNPP - NWP: Edition #8 Traits&lt;/div&gt;</summary>
		<author><name>Sarom</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=PWP:_Flank_the_Flank&amp;diff=42322</id>
		<title>PWP: Flank the Flank</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=PWP:_Flank_the_Flank&amp;diff=42322"/>
		<updated>2011-04-19T23:01:38Z</updated>

		<summary type="html">&lt;p&gt;Sarom: Created page with ''''WSNPP: PWP – Edition #6:''' Flank the flank  SO what this guide is about is literally flank the flank. This is a neat counter strategy to flanks that I find personally to wo…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''WSNPP: PWP – Edition #6:''' Flank the flank&lt;br /&gt;
&lt;br /&gt;
SO what this guide is about is literally flank the flank. This is a neat counter strategy to flanks that I find personally to work most of the time. It works best in team battles but work just as well in one on one’s.&lt;br /&gt;
&lt;br /&gt;
Flanking is common in Wesnoth. In fact it’s almost a principle that all players follow, intentionally or unintentionally to surround, ZoC and kill a unit. So common is the tactic that you’d think people would know how to counter it properly. Well one strategy was to just kill a few units on one side and run away through there.&lt;br /&gt;
&lt;br /&gt;
It works, but at a great cost. The most likely outcome is that you’re half dead or crippled and the opponent’s army is still intact. Other strategies were just killing every unit that you encounter or running away and try to get past the ZoC slowly whilst being hit from all sides. And before I get you into confusion thinking that these strategies are bad, well in fact they aren’t. They work and they’re good but there are even better counters out there. The best counter in my opinion is never get flanked by scouting before hand or just keeping an eye on your flanks by having a unit (preferably scout of some sort) to give you vision.&lt;br /&gt;
&lt;br /&gt;
First of all let’s get things straight to utilise a flank you need at least 2 groups of armies, not one massive big ball of death. In a one on one situation pulling off a flank on another flank is difficult as most likely your whole army will be bunched together. If your armies are separated, you can easily start a flank but the issue here is that your one group of your army is subjected to being taken down in 2 turns or less by the opponent’s main force.&lt;br /&gt;
&lt;br /&gt;
Now that we’ve discussed the requirements to pull off a flank,(E.G) P1’s 1st group has to be on standby in a tactical position to launch an ambush, whilst 2nd group is moving around the target to get behind, staying out of sight. Once the enemy engages with P1’s 1st group, attack with the second group from behind FIRST. The reason why, is that initially 1st group would be weakened from the first attack, attacking with them first will weaken them more and then when it’s the enemies turn he can just kill your 1st group and push onwards to victory. So let your 2nd group attack first, see how things go and then attack or retreat with your 1st group. The whole idea of a flank is to keep the enemy trapped (ZoC) in a certain area and contained, whilst separate their concentrated fire amongst other units or just too simply crush the enemies army. Follow-up tactics like village taking or sending a strike team to kill his leader works well.&lt;br /&gt;
&lt;br /&gt;
TO flank this flank, the opponent (P2) would have to have 2 groups as well, and hopefully his second group won’t encounter a tea party with his opponent’s flank group. Once he’s in position, he’ll take the bait, he’ll fall into the opponent’s trap and attack with his group 1. The enemy (P1) will attack with his 2nd group and flank (P2’s) group 1. Once that occurs, P2 can then send in his own flank team and flank the flanking team. What are the possible outcomes? Well depending on your luck, your unit composition, placement on terrain and your knowledge of resistances; either (P2’s) group 1 will die or (P1’s) flanking group will die. Both players will normally take some damage but it is fairly minimal.&lt;br /&gt;
&lt;br /&gt;
However this tactic may seem to you there are some issues tied to it. For example, you need to know that your enemy is going to attempt a flank and you then need to make decisions on whether you take the bait and flank the flank or not. OR you could be in a situation where you only notice the flank attempt in the last minute and the decision then is either, retreat, flank the flank or just charge. Always about decisions, leading into the next PWP guide.&lt;br /&gt;
&lt;br /&gt;
'''Next Edition - #7:''' [[Making decisions]]&lt;br /&gt;
&lt;br /&gt;
'''Previous Edition - #6:''' [[The power of 2]]&lt;br /&gt;
&lt;br /&gt;
'''Main menu:''' [[WSNPP]]&lt;/div&gt;</summary>
		<author><name>Sarom</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=NWP:_Terrain_Defence&amp;diff=42115</id>
		<title>NWP: Terrain Defence</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=NWP:_Terrain_Defence&amp;diff=42115"/>
		<updated>2011-04-15T00:31:47Z</updated>

		<summary type="html">&lt;p&gt;Sarom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''WSNPP – NWP Edition #7:''' Terrain Defence&lt;br /&gt;
&lt;br /&gt;
Hello and welcome to the sequel of ‘Terrrain you pain’. In this guide we’ll be taking a look at just terrain defence, which is basically the chances of not being hit, how to use the terrain to your advantage and what you should not get yourself into.&lt;br /&gt;
&lt;br /&gt;
As mentioned in the introduction terrain provides defence to the occupying unit. The defence or avoidance chance of the unit depends on:&lt;br /&gt;
&lt;br /&gt;
*1: The unit&lt;br /&gt;
&lt;br /&gt;
*2: The terrain type&lt;br /&gt;
&lt;br /&gt;
For example, many units will have 20%-30% defence on shallow water or deep water (like undead armies) but mermen and nagas have roughly 50%-60% respectively. So what these figures means is that the mermen/nagas have a 50% (Example remember, probably not the actual defence) to avoid being hit and taking damage. This is when the Wesnoth feature '''‘luck’''' comes into play.&lt;br /&gt;
&lt;br /&gt;
Think of a six sided die. Now if we had a 50% chance of being hit, that means if we roll lower than 4 (1,2,3, is miss / 4,5,6 is a hit [just to simplify]) we’ll miss the target, however if we roll 4 or more, we hit the target. This is just for one attack, if the attacker has multiple attacks on the one target the die will be rolled as many times as the unit attacks. And so that is pretty much how defence works in Wesnoth, other factors such as magical attacks ignore defences but that’ll be explained in '''[[Weapon abilities]]''' (Edition #9).&lt;br /&gt;
&lt;br /&gt;
On to the next topic, how to use terrain to your advantage. Well, there is a set process to this and the outcome that you always want is that your units are on terrain that gives them high defence and the enemy is next to you (or attackable) but is on terrain that gives them low defence. You’ll find when fighting CPUs they often fall into the trap however player don’t often do that so you use deceit with the power of fog but first what is this process I’m talking about? &lt;br /&gt;
&lt;br /&gt;
What you basically do is your bait the enemy with a weak unit or a unit that seems to be alone (hide the rest of your army using fog but keep them in range of your bait for support). Make sure that your bait is placed in an advantageous point, for example there is a forest hex that gives the elf archer 70% defence, surrounding it is shallow water and surrounding that are more forest hexes. The enemy are orcs and out of their site lays an army of elves waiting for the go signal.&lt;br /&gt;
&lt;br /&gt;
Once you paced your trap, you now need to hope that the enemy falls into the trap. Why do I say this? Because most players would see it as a trap, or not. They could be thinking anything such as:&lt;br /&gt;
&lt;br /&gt;
*IT’S A TRAP!!! RUN!!!&lt;br /&gt;
&lt;br /&gt;
*Should I take it? Should I not? I think I’ll wait a bit and see what happens.&lt;br /&gt;
&lt;br /&gt;
*Hey look a free target, let’s take it out&lt;br /&gt;
&lt;br /&gt;
*One lone unit. Must be a trap but I know, I’ll foil the trap with my own trap. Trap the trap.&lt;br /&gt;
&lt;br /&gt;
*ETC.&lt;br /&gt;
&lt;br /&gt;
From my experience the chances of it succeeding is approximately 40% against most people, and near 0% against the top ladder players, in fact it is likely that they’ll pull off a neat counter attack to your trap, foiling it and crippling you. Why does using terrain to your advantage like this cripple you? Because you’re dedicating a fair amount of force (usually 5 units are needed for the trap to work effectively) worth around 70-110gp in respect to your race and to lose all that is very very bad. Especially early game since that’s pretty much over 60% of your force.&lt;br /&gt;
&lt;br /&gt;
However if your trap does work, it’ll be the same for your enemy. The enemy will lose all his forces unless they get lucky and manage to escape but by then critical damage was done. The chances of you losing any units when utilising a trap (and not being countered with a trap of their own) is near 0%, if they do break out, you might lose a unit or two but it is worth it. You may kill off 4-5 units with a loss of 1-2 units. The enemy is crippled, has to heal and build his forces up whilst you can take every village, or push onwards, or fall back to heal and build up. So either way, you’ll end up with a larger force throughout the game giving you a big advantage.&lt;br /&gt;
&lt;br /&gt;
That said, what should you not get yourself into? I’m mainly talking in the perspective of the enemy in this case and what you should not get yourself into is into a trap. Tada! Even if the bait is the enemy leader you have to consider that your luck may not pull its full effort during the battle. Losing your whole army just to cripple his leader to 1 hp may make you feel awesome, or depressed that you didn’t kill him but it’s just an illusion. You are dead, no matter what you died even if the game goes on for another 15 long turns. You have simply died and lost.&lt;br /&gt;
&lt;br /&gt;
It’s a risk to also make a trap. What if the opponent decided not to take the trap but go around it? A trap can only cover a certain area, and devoting yourself too much on the trap can definitely mean your end. Why? Your army has to be in set positions before the trap is sprung for it to work, so that when it does spring, your army can surround the enemy and kill them and trap them with ZoC so that they can’t escape. However if the enemy leaves a unit in your sight just sitting there, chilling whilst he send the rest of his army on the other side of the map. What can you do? Well the most common solution is to screw your trap over and retreat your units to support but because your units are in set positions and because the enemy is on the other side it’ll take 2-4 turns to regroup your troops in a nice set formation and reach the other side. By that time, the enemy could have:&lt;br /&gt;
&lt;br /&gt;
*1: killed off your troops on that side of the map&lt;br /&gt;
&lt;br /&gt;
*2: took all the villages and form a solid wall to fend off the rest of your army&lt;br /&gt;
&lt;br /&gt;
*3: killed your leader before you could say ‘Hi there, my name is...’&lt;br /&gt;
&lt;br /&gt;
As mentioned before you should also look out for the possibilities that the enemy is using your trap to use their trap which can happen often. I do it often =P and it can be really painful for the player initially setting up the trap.&lt;br /&gt;
&lt;br /&gt;
COUNTERS! How the heck do you counter this? Well for both sides, the counter to a trap or the counter to a trap-the-trap is simply, a scout or unit with high movement and sight (9movement is preferred). WHY? Cause you can see the units waiting for you to take the bait. ‘Oh!’ says you. Now you know why intelligence is highly recognised in the army. Now I do notice that I haven’t mentioned much about terrain but terrain is used to form many strategies and tactics. The ‘trap’ process is one of them and is one of the main and common processes used.&lt;br /&gt;
&lt;br /&gt;
Another long guide yet I hope it make you realise the uses of different terrains in tactics and it’s a fact of life that generals in the army using geographic locations to utilise their plans.&lt;br /&gt;
&lt;br /&gt;
'''Next Edition – Edition #8:''' [[Traits]]&lt;br /&gt;
&lt;br /&gt;
'''Previous Edition –Edition #6:''' [[Resistances]]&lt;br /&gt;
&lt;br /&gt;
'''Main Menu:''' [[WSNPP]]&lt;/div&gt;</summary>
		<author><name>Sarom</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=NWP:_Terrain_Defence&amp;diff=42114</id>
		<title>NWP: Terrain Defence</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=NWP:_Terrain_Defence&amp;diff=42114"/>
		<updated>2011-04-15T00:31:17Z</updated>

		<summary type="html">&lt;p&gt;Sarom: Created page with ''''WSNPP – NWP Edition #7:''' Terrain Defence  Hello and welcome to the sequel of ‘Terrrain you pain’. In this guide we’ll be taking a look at just terrain defence, which…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''WSNPP – NWP Edition #7:''' Terrain Defence&lt;br /&gt;
&lt;br /&gt;
Hello and welcome to the sequel of ‘Terrrain you pain’. In this guide we’ll be taking a look at just terrain defence, which is basically the chances of not being hit, how to use the terrain to your advantage and what you should not get yourself into.&lt;br /&gt;
&lt;br /&gt;
As mentioned in the introduction terrain provides defence to the occupying unit. The defence or avoidance chance of the unit depends on:&lt;br /&gt;
&lt;br /&gt;
*1: The unit&lt;br /&gt;
&lt;br /&gt;
*2: The terrain type&lt;br /&gt;
&lt;br /&gt;
For example, many units will have 20%-30% defence on shallow water or deep water (like undead armies) but mermen and nagas have roughly 50%-60% respectively. So what these figures means is that the mermen/nagas have a 50% (Example remember, probably not the actual defence) to avoid being hit and taking damage. This is when the Wesnoth feature '''‘luck’''' comes into play.&lt;br /&gt;
&lt;br /&gt;
Think of a six sided die. Now if we had a 50% chance of being hit, that means if we roll lower than 4 (1,2,3, is miss / 4,5,6 is a hit [just to simplify]) we’ll miss the target, however if we roll 4 or more, we hit the target. This is just for one attack, if the attacker has multiple attacks on the one target the die will be rolled as many times as the unit attacks. And so that is pretty much how defence works in Wesnoth, other factors such as magical attacks ignore defences but that’ll be explained in '''ppWeapon abilities]]''' (Edition #9).&lt;br /&gt;
&lt;br /&gt;
On to the next topic, how to use terrain to your advantage. Well, there is a set process to this and the outcome that you always want is that your units are on terrain that gives them high defence and the enemy is next to you (or attackable) but is on terrain that gives them low defence. You’ll find when fighting CPUs they often fall into the trap however player don’t often do that so you use deceit with the power of fog but first what is this process I’m talking about? &lt;br /&gt;
&lt;br /&gt;
What you basically do is your bait the enemy with a weak unit or a unit that seems to be alone (hide the rest of your army using fog but keep them in range of your bait for support). Make sure that your bait is placed in an advantageous point, for example there is a forest hex that gives the elf archer 70% defence, surrounding it is shallow water and surrounding that are more forest hexes. The enemy are orcs and out of their site lays an army of elves waiting for the go signal.&lt;br /&gt;
&lt;br /&gt;
Once you paced your trap, you now need to hope that the enemy falls into the trap. Why do I say this? Because most players would see it as a trap, or not. They could be thinking anything such as:&lt;br /&gt;
&lt;br /&gt;
*IT’S A TRAP!!! RUN!!!&lt;br /&gt;
&lt;br /&gt;
*Should I take it? Should I not? I think I’ll wait a bit and see what happens.&lt;br /&gt;
&lt;br /&gt;
*Hey look a free target, let’s take it out&lt;br /&gt;
&lt;br /&gt;
*One lone unit. Must be a trap but I know, I’ll foil the trap with my own trap. Trap the trap.&lt;br /&gt;
&lt;br /&gt;
*ETC.&lt;br /&gt;
&lt;br /&gt;
From my experience the chances of it succeeding is approximately 40% against most people, and near 0% against the top ladder players, in fact it is likely that they’ll pull off a neat counter attack to your trap, foiling it and crippling you. Why does using terrain to your advantage like this cripple you? Because you’re dedicating a fair amount of force (usually 5 units are needed for the trap to work effectively) worth around 70-110gp in respect to your race and to lose all that is very very bad. Especially early game since that’s pretty much over 60% of your force.&lt;br /&gt;
&lt;br /&gt;
However if your trap does work, it’ll be the same for your enemy. The enemy will lose all his forces unless they get lucky and manage to escape but by then critical damage was done. The chances of you losing any units when utilising a trap (and not being countered with a trap of their own) is near 0%, if they do break out, you might lose a unit or two but it is worth it. You may kill off 4-5 units with a loss of 1-2 units. The enemy is crippled, has to heal and build his forces up whilst you can take every village, or push onwards, or fall back to heal and build up. So either way, you’ll end up with a larger force throughout the game giving you a big advantage.&lt;br /&gt;
&lt;br /&gt;
That said, what should you not get yourself into? I’m mainly talking in the perspective of the enemy in this case and what you should not get yourself into is into a trap. Tada! Even if the bait is the enemy leader you have to consider that your luck may not pull its full effort during the battle. Losing your whole army just to cripple his leader to 1 hp may make you feel awesome, or depressed that you didn’t kill him but it’s just an illusion. You are dead, no matter what you died even if the game goes on for another 15 long turns. You have simply died and lost.&lt;br /&gt;
&lt;br /&gt;
It’s a risk to also make a trap. What if the opponent decided not to take the trap but go around it? A trap can only cover a certain area, and devoting yourself too much on the trap can definitely mean your end. Why? Your army has to be in set positions before the trap is sprung for it to work, so that when it does spring, your army can surround the enemy and kill them and trap them with ZoC so that they can’t escape. However if the enemy leaves a unit in your sight just sitting there, chilling whilst he send the rest of his army on the other side of the map. What can you do? Well the most common solution is to screw your trap over and retreat your units to support but because your units are in set positions and because the enemy is on the other side it’ll take 2-4 turns to regroup your troops in a nice set formation and reach the other side. By that time, the enemy could have:&lt;br /&gt;
&lt;br /&gt;
*1: killed off your troops on that side of the map&lt;br /&gt;
&lt;br /&gt;
*2: took all the villages and form a solid wall to fend off the rest of your army&lt;br /&gt;
&lt;br /&gt;
*3: killed your leader before you could say ‘Hi there, my name is...’&lt;br /&gt;
&lt;br /&gt;
As mentioned before you should also look out for the possibilities that the enemy is using your trap to use their trap which can happen often. I do it often =P and it can be really painful for the player initially setting up the trap.&lt;br /&gt;
&lt;br /&gt;
COUNTERS! How the heck do you counter this? Well for both sides, the counter to a trap or the counter to a trap-the-trap is simply, a scout or unit with high movement and sight (9movement is preferred). WHY? Cause you can see the units waiting for you to take the bait. ‘Oh!’ says you. Now you know why intelligence is highly recognised in the army. Now I do notice that I haven’t mentioned much about terrain but terrain is used to form many strategies and tactics. The ‘trap’ process is one of them and is one of the main and common processes used.&lt;br /&gt;
&lt;br /&gt;
Another long guide yet I hope it make you realise the uses of different terrains in tactics and it’s a fact of life that generals in the army using geographic locations to utilise their plans.&lt;br /&gt;
&lt;br /&gt;
'''Next Edition – Edition #8:''' [[Traits]]&lt;br /&gt;
&lt;br /&gt;
'''Previous Edition –Edition #6:''' [[Resistances]]&lt;br /&gt;
&lt;br /&gt;
'''Main Menu:''' [[WSNPP]]&lt;/div&gt;</summary>
		<author><name>Sarom</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=PWP:_The_power_of_2&amp;diff=41729</id>
		<title>PWP: The power of 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=PWP:_The_power_of_2&amp;diff=41729"/>
		<updated>2011-04-08T06:39:46Z</updated>

		<summary type="html">&lt;p&gt;Sarom: Created page with ''''WSNPP: PWP – Edition #5''' “The power of 2”  Hello all and welcome once again to another PWP guide. In this edition, we’ll be going back to team battles, the power of …'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''WSNPP: PWP – Edition #5''' “The power of 2”&lt;br /&gt;
&lt;br /&gt;
Hello all and welcome once again to another PWP guide. In this edition, we’ll be going back to team battles, the power of 2! We’re going to follow up on guide 2 about the do’s and don’ts of 2v2 and take it to the next level.&lt;br /&gt;
&lt;br /&gt;
Think to yourself, how many 2v2’s have you played (with a random team player you don’t know) and lost. Now ask yourself why? Is it because your teammate isn’t experienced enough? Is he/she playing for the first time? Is your teammate reluctant to co-operate to plans? Is it because you both aren’t co-operating each other? OR is it because of you? Well, it could be all of these or any of them OR it could be none of these questions that fit the reason as to why you failed.&lt;br /&gt;
&lt;br /&gt;
Take this for example: You and a friend are experienced players, you both co-operate and communicate well with each other and you just know all your stuff about Wesnoth. However you still lose the game and you wonder why. Well the answer is, you just did not integrate your strategies with each other. A slight mistake between the synchronisation between two or more players will definitely defeat. How, you might wonder?&lt;br /&gt;
&lt;br /&gt;
(To simplify things say we have 4 players P1,P2,P3,P4. P1 and P2 vs P3 and P4)&lt;br /&gt;
Well to put it simply, you did not combine your forces. Each player, should, start off evenly out however what happens when P1 pushes on the left side of the map and P2 pushes on the right side of the map? Well most of the time you’d win since you can surround, trap and kill the enemy leaders. It’s a good tactic but what happens when the enemy team (P3,P4) both pushes on the left side of the map. That one army is now going against two armies (P1 vs P3 and P4).&lt;br /&gt;
&lt;br /&gt;
Several things can occur but the most likely case scenario is that players 3 and 4 would win with little or no casualties. Now hang on a sec not all is lost, player 2 still has his army and is advancing with no confrontation on the right side of the map. The leaders are undefended and vulnerable to player’s 2 attacks. You might celebrate, you might feel wonderful and you might win but the chances of that are slim. Why? Well P2 is trying to kill two leaders with just one army (P1 can’t do much at this stage) and P3 &amp;amp; P4 are attacking two leaders with an army the size of two. Seeing the picture here? Whilst P2 attacks the leaders of P3 and P4 with one army, P3 and P4 are attacking P1 and P2’s leaders. P3 and P4 are going to kill the leader faster than P2 kills theirs. Yes both players can recruit more men for defence but the most likely end result is that P1 and P2 loses.&lt;br /&gt;
&lt;br /&gt;
What I am trying to express here is the importance of combining forces and moving as one large force. Strategy won’t be helpful if the enemy kills off one whole army and the last surviving army has to defend and attack two players. Not to mention the combined army may or may not have level 2’s or have units that are about to level. The same goes for 3v3’s or 4v4’s or 3v1’s etc. No matter what mind blowing strategy you have, if your friend loses his army to a giant rolling ball of death spikes, your team will most likely lose (fortunately as a TBS game relying on luck, you might win anyway) and the chances that you win are very slim.&lt;br /&gt;
&lt;br /&gt;
Notice how I’m prioritising this over strategy? After all this is a strategy game so why isn’t strategy the number 1 requirement? I’m not disregarding strategy as useless and pointless. Knowing tactics can also mean between life and death but it is more useful in a 1v1 (or FFA’s) game rather than a team battle.&lt;br /&gt;
&lt;br /&gt;
Generally you’ll find that in most of the favoured maps, players don’t start off really close to each other. The ideal solution is to set up a rendezvous point to combine your armies before moving out. Other cases, you share the same keep and other times you are away from each other but the map is quite small. (Isar’s Cross is an example).&lt;br /&gt;
&lt;br /&gt;
Going back to ‘Luck’, almost all the time luck will always screw absolutely anything up. Who knows, your combined army might lose to an army the size of one. Bad luck, nothing you can do about it really there. Or your enemy might kill your leaders faster than your combined army does. Once again bad luck. That doesn’t mean that you should stop combining your forces. Most of the time you will win, whether you’re lucky or not so lucky (if you’re really unlucky then just try again some other time).&lt;br /&gt;
&lt;br /&gt;
Unit composition (or unit combinations FYI) can also make a huge difference. Say both players decide to join forces... good 1 star for both teams. One team has troll whelps and the other team just has horsemen. Well... the most likely outcome is this: after turn 5 the troll whelps starts to engage one enemy leader whilst the horsemen kill off one leader and start engaging the other. What’s the issue here? You lacked speed but fear not, you did nothing wrong. The only reason why the orc players lost is because they got rushed with horsemen and that’s that. Those loyalist players chose a good unit composition, no players did anything wrong they just made the wrong choice of units and that happens in many wesnoth games. The only thing you could do is scout out ahead first but we’ll leave that to another guide.&lt;br /&gt;
&lt;br /&gt;
Hope this one helps your 2v2’s!&lt;br /&gt;
&lt;br /&gt;
'''Previous edition - #4''' [[What use are bats]]&lt;br /&gt;
&lt;br /&gt;
'''Next edition - #6''' [[Flank the flank]]&lt;br /&gt;
&lt;br /&gt;
'''Main menu''' – [[WSNPP]]&lt;/div&gt;</summary>
		<author><name>Sarom</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=NWP:_Resistances&amp;diff=41727</id>
		<title>NWP: Resistances</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=NWP:_Resistances&amp;diff=41727"/>
		<updated>2011-04-08T06:08:35Z</updated>

		<summary type="html">&lt;p&gt;Sarom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''WSNPP: NWP guides – Edition #6:''' Resistances&lt;br /&gt;
&lt;br /&gt;
So in this very large guide we’ll be taking a look at resistances in both general, how they can change the battlefield and how annoying they can be (talking about undead here =P ).&lt;br /&gt;
So what do resistances do? Well to put it simply, they give a unit the ability to resist certain attacks. For example, if we take a ‘loyalist spearmen’ and look at the resistances, we see that his resistance percentages are as follows:&lt;br /&gt;
&lt;br /&gt;
'''Arcane:''' 20%&lt;br /&gt;
&lt;br /&gt;
'''Pierce:''' 0%&lt;br /&gt;
&lt;br /&gt;
'''Blade:''' 0%&lt;br /&gt;
&lt;br /&gt;
'''Fire:''' 0%&lt;br /&gt;
&lt;br /&gt;
'''Cold:''' 0%&lt;br /&gt;
&lt;br /&gt;
'''Impact:''' 0%&lt;br /&gt;
&lt;br /&gt;
Now when reading this string of numbers and words for the first time you would most likely be confused. We can read this information as, “This unit has 20% (or 1/5) resistance to arcane attacks”. What this does is reduce the amount of damage that the unit takes from arcane attacks by 20% or 1/5.&lt;br /&gt;
&lt;br /&gt;
For example, say some we have two units. The attacker has 2 attacks (both arcane) and each attack does 5 damage whilst the defender has 10hp and 20% resistance to arcane.&lt;br /&gt;
&lt;br /&gt;
'''Attacker:'''&lt;br /&gt;
Attacks – 2&lt;br /&gt;
Damage per attack – 5&lt;br /&gt;
Attack type - Arcane&lt;br /&gt;
&lt;br /&gt;
'''Defender:'''&lt;br /&gt;
Hit Points – 10&lt;br /&gt;
Resistance – Arcane: 20%&lt;br /&gt;
&lt;br /&gt;
Now that we got the statistics of each unit let’s put them into a situation. Let us say that the attacker will always hit twice and that the defender had no resistances. The result is simply that the defender dies. (2 x 5 = 10! Fyi =P )&lt;br /&gt;
&lt;br /&gt;
Now let’s give the defender resistances. We now recalculate the attacker’s damage:&lt;br /&gt;
 20% x 5 = 1&lt;br /&gt;
 thus 5 – 1 = 4&lt;br /&gt;
&lt;br /&gt;
Therefore ‘Damage’ is now 4. So when the attacker attacks the defender, the defender will take a total of 8 damage; thus the defender now lives to see another day.&lt;br /&gt;
&lt;br /&gt;
We’ll now take a look how resistances can help the attacker kill the defender easily (the downside of resistances). Some units have high resistances to certain attack types and really low resistance to others, for example let us take an undead ghost. They have high 50% blade resistances but have negative resistances to arcane (-10%) [of course ghosts have many more resistances but I’m just simplifying it]&lt;br /&gt;
&lt;br /&gt;
So what happens when you have a positive or negative resistance towards a certain attack type? Well we’ve already taken a look at a positive resistance where damage of that type is reduced. A negative resistance is the total opposite: we take more damage from that attack type. Make sense? Good Job my little Einstein’s! From what we covered so far, we can basically consider resistances as one of the strengths and weaknesses of a unit. Positive resistance is an advantage and negative resistance is a disadvantage. Thus relating back to our ghost friend. He will die quicker to a mage with arcane attacks rather than a swordsman. Simple? I hope so.&lt;br /&gt;
&lt;br /&gt;
So, when applying this knowledge in the battlefield the most best tactical move would be to send ghosts against melee units that have blade attacks and any units with fire attacks. That’s the most basic use of resistances in tactics. Other uses are having a unit tanking or holding off an area (ZoC) or for hit and run tactics. Some units barely or have no negative or positive resistances. So should we just charge? No of course not, even if the units don’t have resistances we can still use them against units that are weak to our unit’s attack types.&lt;br /&gt;
&lt;br /&gt;
That covers most of it. Generally you’ll find that most of the time you will have to send a unit that is weak to another. That is okay and part of the gaming experience of Wesnoth. When it comes to strategy it all relies on your ability to utilise your knowledge to gain an advantage. In this case use your knowledge of resistances of the enemy to create an effective army composition that will win you the game. Know that spamming doesn’t always work and a good balanced army will go a long way. If you want to you can try spamming in ladder and see how far you get. Hope this guide helps.&lt;br /&gt;
&lt;br /&gt;
And just before I forget, I give my thanks to the Wiki Moderator for helping me manage the front page.&lt;br /&gt;
&lt;br /&gt;
'''Next Edition: #7''' – [[Terrain Defence]]&lt;br /&gt;
&lt;br /&gt;
'''Previous Edition: #5''' – [[Our love for villages]]&lt;br /&gt;
&lt;br /&gt;
'''Main Menu:''' [[WSNPP]]&lt;/div&gt;</summary>
		<author><name>Sarom</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=NWP:_Resistances&amp;diff=41726</id>
		<title>NWP: Resistances</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=NWP:_Resistances&amp;diff=41726"/>
		<updated>2011-04-08T06:07:18Z</updated>

		<summary type="html">&lt;p&gt;Sarom: Created page with ''''WSNPP: NWP guides – Edition #6:''' Resistances  So in this very large guide we’ll be taking a look at resistances in both general, how they can change the battlefield and …'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''WSNPP: NWP guides – Edition #6:''' Resistances&lt;br /&gt;
&lt;br /&gt;
So in this very large guide we’ll be taking a look at resistances in both general, how they can change the battlefield and how annoying they can be (talking about undead here =P ).&lt;br /&gt;
So what do resistances do? Well to put it simply, they give a unit the ability to resist certain attacks. For example, if we take a ‘loyalist spearmen’ and look at the resistances, we see that his resistance percentages are as follows:&lt;br /&gt;
&lt;br /&gt;
'''Arcane:''' 20%&lt;br /&gt;
&lt;br /&gt;
'''Pierce:''' 0%&lt;br /&gt;
&lt;br /&gt;
'''Blade:''' 0%&lt;br /&gt;
&lt;br /&gt;
'''Fire:''' 0%&lt;br /&gt;
&lt;br /&gt;
'''Cold:''' 0%&lt;br /&gt;
&lt;br /&gt;
'''Impact:''' 0%&lt;br /&gt;
&lt;br /&gt;
Now when reading this string of numbers and words for the first time you would most likely be confused. We can read this information as, “This unit has 20% (or 1/5) resistance to arcane attacks”. What this does is reduce the amount of damage that the unit takes from arcane attacks by 20% or 1/5.&lt;br /&gt;
For example, say some we have two units. The attacker has 2 attacks (both arcane) and each attack does 5 damage whilst the defender has 10hp and 20% resistance to arcane.&lt;br /&gt;
&lt;br /&gt;
'''Attacker:'''&lt;br /&gt;
Attacks – 2&lt;br /&gt;
Damage per attack – 5&lt;br /&gt;
Attack type - Arcane&lt;br /&gt;
&lt;br /&gt;
'''Defender:'''&lt;br /&gt;
Hit Points – 10&lt;br /&gt;
Resistance – Arcane: 20%&lt;br /&gt;
&lt;br /&gt;
Now that we got the statistics of each unit let’s put them into a situation. Let us say that the attacker will always hit twice and that the defender had no resistances. The result is simply that the defender dies. (2 x 5 = 10! Fyi =P )&lt;br /&gt;
Now let’s give the defender resistances. We now recalculate the attacker’s damage:&lt;br /&gt;
 20% x 5 = 1&lt;br /&gt;
 5 – 1 = 4&lt;br /&gt;
&lt;br /&gt;
Therefore ‘Damage’ is now 4. So when the attacker attacks the defender, the defender will take a total of 8 damage; thus the defender now lives to see another day.&lt;br /&gt;
&lt;br /&gt;
We’ll now take a look how resistances can help the attacker kill the defender easily (the downside of resistances). Some units have high resistances to certain attack types and really low resistance to others, for example let us take an undead ghost. They have high 50% blade resistances but have negative resistances to arcane (-10%) [of course ghosts have many more resistances but I’m just simplifying it]&lt;br /&gt;
&lt;br /&gt;
So what happens when you have a positive or negative resistance towards a certain attack type? Well we’ve already taken a look at a positive resistance where damage of that type is reduced. A negative resistance is the total opposite: we take more damage from that attack type. Make sense? Good Job my little Einstein’s! From what we covered so far, we can basically consider resistances as one of the strengths and weaknesses of a unit. Positive resistance is an advantage and negative resistance is a disadvantage. Thus relating back to our ghost friend. He will die quicker to a mage with arcane attacks rather than a swordsman. Simple? I hope so.&lt;br /&gt;
&lt;br /&gt;
So, when applying this knowledge in the battlefield the most best tactical move would be to send ghosts against melee units that have blade attacks and any units with fire attacks. That’s the most basic use of resistances in tactics. Other uses are having a unit tanking or holding off an area (ZoC) or for hit and run tactics. Some units barely or have no negative or positive resistances. So should we just charge? No of course not, even if the units don’t have resistances we can still use them against units that are weak to our unit’s attack types.&lt;br /&gt;
&lt;br /&gt;
That covers most of it. Generally you’ll find that most of the time you will have to send a unit that is weak to another. That is okay and part of the gaming experience of Wesnoth. When it comes to strategy it all relies on your ability to utilise your knowledge to gain an advantage. In this case use your knowledge of resistances of the enemy to create an effective army composition that will win you the game. Know that spamming doesn’t always work and a good balanced army will go a long way. If you want to you can try spamming in ladder and see how far you get. Hope this guide helps.&lt;br /&gt;
&lt;br /&gt;
And just before I forget, I give my thanks to the Wiki Moderator for helping me manage the front page.&lt;br /&gt;
&lt;br /&gt;
'''Next Edition: #7''' – [[Terrain Defence]]&lt;br /&gt;
&lt;br /&gt;
'''Previous Edition: #5''' – [[Our love for villages]]&lt;br /&gt;
&lt;br /&gt;
'''Main Menu:''' [[WSNPP]]&lt;/div&gt;</summary>
		<author><name>Sarom</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=PWP:_What_use_are_bats&amp;diff=41602</id>
		<title>PWP: What use are bats</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=PWP:_What_use_are_bats&amp;diff=41602"/>
		<updated>2011-04-06T22:07:02Z</updated>

		<summary type="html">&lt;p&gt;Sarom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''WSNPP: PWP – Edition #4: What use are bats?!?'''&lt;br /&gt;
&lt;br /&gt;
There was once a bat called pat,&lt;br /&gt;
&lt;br /&gt;
He ate a feline called cat,&lt;br /&gt;
&lt;br /&gt;
He ate all day,&lt;br /&gt;
&lt;br /&gt;
And failed to pay,&lt;br /&gt;
&lt;br /&gt;
And became the Vampire bat.&lt;br /&gt;
&lt;br /&gt;
Like the poem? As it implies, bats are useful and annoying at the same time. SO how useful are bats? Well believe it or not, they can change the tides of many battles in your favour or the enemies depending on how you use them.&lt;br /&gt;
&lt;br /&gt;
Most people don’t use them and I understand why too. They cost 13gp and they’re a level 0 unit that can be killed in one shot with a Heavy infantry during dawn or dusk (not counting traits). However if you’re an undead player don’t neglect the usefulness of a bat or a few bats.&lt;br /&gt;
&lt;br /&gt;
Let’s take a look at ‘bat’ in general, I won’t go to specific details such as defenses and resistance but we should all know the basic and common thoughts of bats which is the fact that bats are fast but weak starting off. Upon reaching level  1 (Blood Bats) they’re still pretty bad compared to a spear man or skeleton soldier. However once they reach level  2 (Vampire Bats), they are fairly deadly.&lt;br /&gt;
&lt;br /&gt;
A level 0 bat can be very useful when used correctly. In, the rare cases, where you fight a player who uses bats the most likely strategy that the player will utilised would be village capturing. This is a valid and the most useful tactic however we can go further and level bats. *In some rare cases bats are used as cannon fodder (or bait): not the best tactic but it does work sometimes.*&lt;br /&gt;
&lt;br /&gt;
Level 1 bats or blood bats are basically stronger versions of bats. They have an increase in hp and damage. Same goes for vampire bats (level 2). If you do level your bats you’ll find how efficient they can be. Thanks to their drain and high defenses they are good for recon, hit and run or picking of retreating 1 hp units. If utilised correctly you can trap your retreating enemy from behind with a bat and from the side with a level 1 unit, using the bat’s speed and the other unit's ZoC.. And if you don’t wish to do that, you can always be a pain in the neck and take their villages.&lt;br /&gt;
&lt;br /&gt;
All of these strategies with bats can tip of the balance between victory and defeat. I won’t explain how since you guys could predict the outcome of the tactic. Yes luck can also change the tide of battle but that’s for another edition. ;)&lt;br /&gt;
&lt;br /&gt;
So ultimately bats are balanced, they’re useful and ridiculously annoying to fight against, especially in the hands of an expert. So if you’re undead next time, practise using them. Small things can make a big difference.&lt;br /&gt;
&lt;br /&gt;
'''Next Edition – Edition #5:''' [[The power of 2]]&lt;br /&gt;
&lt;br /&gt;
'''Previous Edition – Edition #3:''' [[Dynamic strategies; 1 plan failed, 100 more to go]]&lt;br /&gt;
&lt;br /&gt;
'''Main Menu:''' [[WSNPP]]&lt;/div&gt;</summary>
		<author><name>Sarom</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=PWP:_What_use_are_bats&amp;diff=41455</id>
		<title>PWP: What use are bats</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=PWP:_What_use_are_bats&amp;diff=41455"/>
		<updated>2011-04-01T08:27:02Z</updated>

		<summary type="html">&lt;p&gt;Sarom: Created page with ''''WSNPP: PWP – Edition #4: What use are bats?!?'''  There was once a bat called pat,  He ate a feline called cat,  He ate all day,  And failed to pay,  And became the Vampire …'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''WSNPP: PWP – Edition #4: What use are bats?!?'''&lt;br /&gt;
&lt;br /&gt;
There was once a bat called pat,&lt;br /&gt;
&lt;br /&gt;
He ate a feline called cat,&lt;br /&gt;
&lt;br /&gt;
He ate all day,&lt;br /&gt;
&lt;br /&gt;
And failed to pay,&lt;br /&gt;
&lt;br /&gt;
And became the Vampire bat.&lt;br /&gt;
&lt;br /&gt;
Like the poem? As it implies, bats are useful and annoying at the same time. SO how useful are bats? Well believe it or not, they can change the tides of many battles in your favour or the enemies depending on how you use them.&lt;br /&gt;
&lt;br /&gt;
Most people don’t use them and I understand why too. They cost 13gp and they’re a level 0 unit that can be killed in one shot with a Heavy infantry during dawn or dusk (not counting traits). However if you’re an undead player don’t neglect the usefulness of a bat or a few bats.&lt;br /&gt;
&lt;br /&gt;
Let’s take a look at ‘bat’ in general, I won’t go to specific details such as defences and resistance but we should all know the basic and common thoughts of bats which is the fact that bats are fast but weak starting off. Upon reaching level  1 (Blood Bats) they’re still pretty bad compared to a spearman or skeleton soldier. However once they reach level  2 (Vampire Bats), they are fairly deadly.&lt;br /&gt;
&lt;br /&gt;
A level 0 bat can be very useful when used correctly. In, the rare cases, where you fight a player who uses bats the most likely strategy that the player will utilised would be village capturing. This is a valid and the most useful tactic however we can go further and level bats. *In some rare cases bats are used as cannon fodder (or bait): not the best tactic but it does work sometimes.*&lt;br /&gt;
&lt;br /&gt;
Level 1 bats or blood bats are basically stronger versions of bats. They have an increase in hp and damage. Same goes for vampire bats (level 2). If you do level your bats you’ll find how efficient they can be. Thanks to their drain and high defences they are good for recon, hit and run or picking of retreating 1 hp units. If utilised correctly you can trap your enemy from behind and the front using the bat’s speed and ZoC. And if you don’t wish to do that, you can always be a pain in the neck and take their villages.&lt;br /&gt;
&lt;br /&gt;
All of these strategies with bats can tip of the balance between victory and defeat. I won’t explain how since you guys could predict the outcome of the tactic. Yes luck can also change the tide of battle but that’s for another edition. ;)&lt;br /&gt;
&lt;br /&gt;
So ultimately bats are balanced, they’re useful and ridiculously annoying to fight against, especially in the hands of an expert. So if you’re undead next time, practise using them. Small things can make a big difference.&lt;br /&gt;
&lt;br /&gt;
'''Next Edition – Edition #5:''' [[The power of 2]]&lt;br /&gt;
&lt;br /&gt;
'''Previous Edition – Edition #3:''' [[Dynamic strategies; 1 plan failed, 100 more to go]]&lt;br /&gt;
&lt;br /&gt;
'''Main Menu:''' [[WSNPP]]&lt;/div&gt;</summary>
		<author><name>Sarom</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WSNPP&amp;diff=41454</id>
		<title>WSNPP</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WSNPP&amp;diff=41454"/>
		<updated>2011-04-01T08:24:46Z</updated>

		<summary type="html">&lt;p&gt;Sarom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Wesnoth Strategy for New or Professional Players ==&lt;br /&gt;
&lt;br /&gt;
Hello all and welcome to '''Wesnoth Strategy for New or Professional Players'''. We are the WSNPP and our aim is to provide Wesnoth players both new and old with guides to improve their gameplay to become one of the top players in Wesnoth.&lt;br /&gt;
&lt;br /&gt;
Also feel free to check out our Blog: &amp;quot;http://wsnpp.blogspot.com/&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Moving along, we plan on sharing my ideas, thoughts, theories, etc through weekly guides for everyone. There will be at least 1 guide for PWP and NWP per week&lt;br /&gt;
&lt;br /&gt;
There will be two types of guides that we will be making:&lt;br /&gt;
&lt;br /&gt;
* NWP - New Wesnoth Player guides&lt;br /&gt;
* PWP - Professional/Intermediate Wesnoth Player guides&lt;br /&gt;
&lt;br /&gt;
NOTE: With PWP guides we will assume you know most of the Wesnoth game mechanics.&lt;br /&gt;
&lt;br /&gt;
This will occur weekly and it will either be a NWP or PWP guide or both (depending on the time we have). Each guide will tackle different tactics, situations and the what to do and what not's and more. we will try to use diagrams or images to help you understand the explanation more and in some cases we might do videos in the future (This is still being discuessed).&lt;br /&gt;
&lt;br /&gt;
At any time feel free to add comment on my guides or add ideas and theories of your own. That said, we hope you all find our guides useful.&lt;br /&gt;
&lt;br /&gt;
Follow our blog for weekly updates.&lt;br /&gt;
&lt;br /&gt;
=== NWP Guides ===&lt;br /&gt;
&lt;br /&gt;
* '''Edition #1:''' [[Terrain you Pain]]&lt;br /&gt;
* '''Edition #2:''' [[ZOC]]&lt;br /&gt;
* '''Edition #3:''' [[Going Backwards]]&lt;br /&gt;
* '''Edition #4:''' [[Basic Build Orders]]&lt;br /&gt;
* '''Edition #5:''' [[Our love for villages]]&lt;br /&gt;
* '''Edition #6:''' [[Resistances]]&lt;br /&gt;
* '''Edition #7:''' [[Terrain Defence]]&lt;br /&gt;
* '''Edition #8:''' [[Traits]]&lt;br /&gt;
* '''Edition #9:''' [[Weapon abilities]]&lt;br /&gt;
* '''Edition #10:''' [[&amp;quot;Special forces. On my mark!&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=== PWP Guides ===&lt;br /&gt;
&lt;br /&gt;
* '''Edition #1:''' [[The Do's and Dont's of 2v2 Battles]]&lt;br /&gt;
* '''Edition #2:''' [[Auxiliary Build Orders]]&lt;br /&gt;
* '''Edition #3:''' [[Dynamic strategies; 1 plan failed, 100 more to go]]&lt;br /&gt;
* '''Edition #4:''' [[What use are bats]]&lt;br /&gt;
* '''Edition #5:''' [[The power of 2]]&lt;br /&gt;
* '''Edition #6:''' [[Flank the Flank]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Team ===&lt;br /&gt;
&lt;br /&gt;
* '''WSNPP Director: - Sarom'''&lt;br /&gt;
* '''Guide Author: - Sarom'''&lt;br /&gt;
* '''Art Director: - Zaine'''&lt;br /&gt;
* '''FunChillWesnoth Podcasts - (yet to decide if we should do this)'''&lt;/div&gt;</summary>
		<author><name>Sarom</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=What_use_are_bats%3F!%3F&amp;diff=41453</id>
		<title>What use are bats?!?</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=What_use_are_bats%3F!%3F&amp;diff=41453"/>
		<updated>2011-04-01T08:15:49Z</updated>

		<summary type="html">&lt;p&gt;Sarom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''WSNPP: PWP – Edition #4: What use are bats?!?'''&lt;br /&gt;
&lt;br /&gt;
There was once a bat called pat,&lt;br /&gt;
&lt;br /&gt;
He ate a feline called cat,&lt;br /&gt;
&lt;br /&gt;
He ate all day,&lt;br /&gt;
&lt;br /&gt;
And failed to pay,&lt;br /&gt;
&lt;br /&gt;
And became the Vampire bat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like the poem? As it implies, bats are useful and annoying at the same time. SO how useful are bats? Well believe it or not, they can change the tides of many battles in your favour or the enemies depending on how you use them.&lt;br /&gt;
&lt;br /&gt;
Most people don’t use them and I understand why too. They cost 13gp and they’re a level 0 unit that can be killed in one shot with a Heavy infantry during dawn or dusk (not counting traits). However if you’re an undead player don’t neglect the usefulness of a bat or a few bats.&lt;br /&gt;
&lt;br /&gt;
Let’s take a look at ‘bat’ in general, I won’t go to specific details such as defences and resistance but we should all know the basic and common thoughts of bats which is the fact that bats are fast but weak starting off. Upon reaching level  1 (Blood Bats) they’re still pretty bad compared to a spearman or skeleton soldier. However once they reach level  2 (Vampire Bats), they are fairly deadly.&lt;br /&gt;
&lt;br /&gt;
A level 0 bat can be very useful when used correctly. In, the rare cases, where you fight a player who uses bats the most likely strategy that the player will utilised would be village capturing. This is a valid and the most useful tactic however we can go further and level bats. *In some rare cases bats are used as cannon fodder (or bait): not the best tactic but it does work sometimes.*&lt;br /&gt;
&lt;br /&gt;
Level 1 bats or blood bats are basically stronger versions of bats. They have an increase in hp and damage. Same goes for vampire bats (level 2). If you do level your bats you’ll find how efficient they can be. Thanks to their drain and high defences they are good for recon, hit and run or picking of retreating 1 hp units. If utilised correctly you can trap your enemy from behind and the front using the bat’s speed and ZoC. And if you don’t wish to do that, you can always be a pain in the neck and take their villages.&lt;br /&gt;
&lt;br /&gt;
All of these strategies with bats can tip of the balance between victory and defeat. I won’t explain how since you guys could predict the outcome of the tactic. Yes luck can also change the tide of battle but that’s for another edition. ;)&lt;br /&gt;
&lt;br /&gt;
So ultimately bats are balanced, they’re useful and ridiculously annoying to fight against, especially in the hands of an expert. So if you’re undead next time, practise using them. Small things can make a big difference.&lt;br /&gt;
&lt;br /&gt;
'''Next Edition – Edition #5:''' [[The power of 2]]&lt;br /&gt;
&lt;br /&gt;
'''Previous Edition – Edition #3:''' [[Dynamic strategies; 1 plan failed, 100 more to go]]&lt;br /&gt;
&lt;br /&gt;
'''Main Menu:''' [[WSNPP]]&lt;/div&gt;</summary>
		<author><name>Sarom</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=What_use_are_bats%3F!%3F&amp;diff=41452</id>
		<title>What use are bats?!?</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=What_use_are_bats%3F!%3F&amp;diff=41452"/>
		<updated>2011-04-01T08:15:08Z</updated>

		<summary type="html">&lt;p&gt;Sarom: Created page with ''''WSNPP: PWP – Edition #4: What use are bats?!?'''  There was once a bat called pat, He ate a feline called cat, He ate all day, And failed to pay, And became the Vampire bat.…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''WSNPP: PWP – Edition #4: What use are bats?!?'''&lt;br /&gt;
&lt;br /&gt;
There was once a bat called pat,&lt;br /&gt;
He ate a feline called cat,&lt;br /&gt;
He ate all day,&lt;br /&gt;
And failed to pay,&lt;br /&gt;
And became the Vampire bat.&lt;br /&gt;
&lt;br /&gt;
Like the poem? As it implies, bats are useful and annoying at the same time. SO how useful are bats? Well believe it or not, they can change the tides of many battles in your favour or the enemies depending on how you use them.&lt;br /&gt;
&lt;br /&gt;
Most people don’t use them and I understand why too. They cost 13gp and they’re a level 0 unit that can be killed in one shot with a Heavy infantry during dawn or dusk (not counting traits). However if you’re an undead player don’t neglect the usefulness of a bat or a few bats.&lt;br /&gt;
&lt;br /&gt;
Let’s take a look at ‘bat’ in general, I won’t go to specific details such as defences and resistance but we should all know the basic and common thoughts of bats which is the fact that bats are fast but weak starting off. Upon reaching level  1 (Blood Bats) they’re still pretty bad compared to a spearman or skeleton soldier. However once they reach level  2 (Vampire Bats), they are fairly deadly.&lt;br /&gt;
&lt;br /&gt;
A level 0 bat can be very useful when used correctly. In, the rare cases, where you fight a player who uses bats the most likely strategy that the player will utilised would be village capturing. This is a valid and the most useful tactic however we can go further and level bats. *In some rare cases bats are used as cannon fodder (or bait): not the best tactic but it does work sometimes.*&lt;br /&gt;
&lt;br /&gt;
Level 1 bats or blood bats are basically stronger versions of bats. They have an increase in hp and damage. Same goes for vampire bats (level 2). If you do level your bats you’ll find how efficient they can be. Thanks to their drain and high defences they are good for recon, hit and run or picking of retreating 1 hp units. If utilised correctly you can trap your enemy from behind and the front using the bat’s speed and ZoC. And if you don’t wish to do that, you can always be a pain in the neck and take their villages.&lt;br /&gt;
&lt;br /&gt;
All of these strategies with bats can tip of the balance between victory and defeat. I won’t explain how since you guys could predict the outcome of the tactic. Yes luck can also change the tide of battle but that’s for another edition. ;)&lt;br /&gt;
&lt;br /&gt;
So ultimately bats are balanced, they’re useful and ridiculously annoying to fight against, especially in the hands of an expert. So if you’re undead next time, practise using them. Small things can make a big difference.&lt;br /&gt;
&lt;br /&gt;
'''Next Edition – Edition #5:''' [[The power of 2]]&lt;br /&gt;
&lt;br /&gt;
'''Previous Edition – Edition #3:''' [[Dynamic strategies; 1 plan failed, 100 more to go]]&lt;br /&gt;
&lt;br /&gt;
'''Main Menu:''' [[WSNPP]]&lt;/div&gt;</summary>
		<author><name>Sarom</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=PWP:_Dynamic_strategies;_1_plan_failed,_100_more_to_go&amp;diff=40927</id>
		<title>PWP: Dynamic strategies; 1 plan failed, 100 more to go</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=PWP:_Dynamic_strategies;_1_plan_failed,_100_more_to_go&amp;diff=40927"/>
		<updated>2011-03-22T04:39:44Z</updated>

		<summary type="html">&lt;p&gt;Sarom: Created page with ''''WSNPP: PWP – Edition #3: Dynamic strategies; 1 plan failed, 100 more to go'''  Hey all once again to PWP. In this guide we’re going to take a look at dynamic strategies. W…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''WSNPP: PWP – Edition #3: Dynamic strategies; 1 plan failed, 100 more to go'''&lt;br /&gt;
&lt;br /&gt;
Hey all once again to PWP. In this guide we’re going to take a look at dynamic strategies. What I find that most players, yes veterans too, tend to do is stick to one or two strategies throughout the whole game.&lt;br /&gt;
&lt;br /&gt;
Sure it isn’t a big issue but if your opponent finds a counter to it, you’re pretty much stuffed. So I do recommend that more than one strategy is utilised in the game that or you have a few back-ups.&lt;br /&gt;
Now if you read the title and understand it you could probably guess what I’m talking about. &lt;br /&gt;
&lt;br /&gt;
Strategists basically should be constantly forming tactics in their mind whilst planning ahead. Difficult? Well it’ll get easier with practise but here’s something to add on your payload. You need to know your opponent and predict your opponent’s moves. This is the hardest part and I don’t expect anyone to be able to master this ability within a few games.&lt;br /&gt;
&lt;br /&gt;
If you have mastered all that then you’ll most likely become top Number 1 next tournament season. JKS, of course there is luck involved in Wesnoth and we can only predict our luck to a certain extent. Which is another reason why you should have back-up plans, as you don’t know when you good luck is going on a holiday all of a sudden without warning.&lt;br /&gt;
&lt;br /&gt;
Simple as that, no mind-blowing math calculus there.&lt;br /&gt;
&lt;br /&gt;
'''Next Edition – Edition #4:''' [[What use are bats?!?]]&lt;br /&gt;
&lt;br /&gt;
'''Previous Edition – Edition #2:''' [[Auxiliary Build Orders (ABO)]]&lt;br /&gt;
&lt;br /&gt;
'''Main Menu:''' [[WSNPP]]&lt;/div&gt;</summary>
		<author><name>Sarom</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WSNPP&amp;diff=40926</id>
		<title>WSNPP</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WSNPP&amp;diff=40926"/>
		<updated>2011-03-22T04:37:19Z</updated>

		<summary type="html">&lt;p&gt;Sarom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Wesnoth Strategy for New or Professional Players ==&lt;br /&gt;
&lt;br /&gt;
Hello all and welcome to '''Wesnoth Strategy for New or Professional Players'''. We are the WSNPP and our aim is to provide Wesnoth players both new and old with guides to improve their gameplay to become one of the top players in Wesnoth.&lt;br /&gt;
&lt;br /&gt;
Also feel free to check out our Blog: &amp;quot;http://wsnpp.blogspot.com/&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Moving along, we plan on sharing my ideas, thoughts, theories, etc through weekly guides for everyone. There will be at least 1 guide for PWP and NWP per week&lt;br /&gt;
&lt;br /&gt;
There will be two types of guides that we will be making:&lt;br /&gt;
&lt;br /&gt;
* NWP - New Wesnoth Player guides&lt;br /&gt;
* PWP - Professional/Intermediate Wesnoth Player guides&lt;br /&gt;
&lt;br /&gt;
NOTE: With PWP guides we will assume you know most of the Wesnoth game mechanics.&lt;br /&gt;
&lt;br /&gt;
This will occur weekly and it will either be a NWP or PWP guide or both (depending on the time we have). Each guide will tackle different tactics, situations and the what to do and what not's and more. we will try to use diagrams or images to help you understand the explanation more and in some cases we might do videos in the future (This is still being discuessed).&lt;br /&gt;
&lt;br /&gt;
At any time feel free to add comment on my guides or add ideas and theories of your own. That said, we hope you all find our guides useful.&lt;br /&gt;
&lt;br /&gt;
Follow our blog for weekly updates.&lt;br /&gt;
&lt;br /&gt;
=== NWP Guides ===&lt;br /&gt;
&lt;br /&gt;
* '''Edition #1:''' [[Terrain you Pain]]&lt;br /&gt;
* '''Edition #2:''' [[ZOC]]&lt;br /&gt;
* '''Edition #3:''' [[Going Backwards]]&lt;br /&gt;
* '''Edition #4:''' [[Basic Build Orders]]&lt;br /&gt;
* '''Edition #5:''' [[Our love for villages]]&lt;br /&gt;
* '''Edition #6:''' [[Resistances]]&lt;br /&gt;
* '''Edition #7:''' [[Terrain Defence]]&lt;br /&gt;
* '''Edition #8:''' [[Traits]]&lt;br /&gt;
* '''Edition #9:''' [[Weapon abilities]]&lt;br /&gt;
* '''Edition #10:''' [[&amp;quot;Special forces. On my mark!&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=== PWP Guides ===&lt;br /&gt;
&lt;br /&gt;
* '''Edition #1:''' [[The Do's and Dont's of 2v2 Battles]]&lt;br /&gt;
* '''Edition #2:''' [[Auxiliary Build Orders]]&lt;br /&gt;
* '''Edition #3:''' [[Dynamic strategies; 1 plan failed, 100 more to go]]&lt;br /&gt;
* '''Edition #4:''' [[What use are bats?!?]]&lt;br /&gt;
* '''Edition #5:''' [[The power of 2]]&lt;br /&gt;
* '''Edition #6:''' [[Flank the Flank]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Team ===&lt;br /&gt;
&lt;br /&gt;
* '''WSNPP Director: - Sarom'''&lt;br /&gt;
* '''Guide Author: - Sarom'''&lt;br /&gt;
* '''Art Director: - Zaine'''&lt;br /&gt;
* '''FunChillWesnoth Podcasts - (yet to decide if we should do this)'''&lt;/div&gt;</summary>
		<author><name>Sarom</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WSNPP&amp;diff=40925</id>
		<title>WSNPP</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WSNPP&amp;diff=40925"/>
		<updated>2011-03-22T04:34:35Z</updated>

		<summary type="html">&lt;p&gt;Sarom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Wesnoth Strategy for New or Professional Players ==&lt;br /&gt;
&lt;br /&gt;
Hello all and welcome to '''Wesnoth Strategy for New or Professional Players'''. We are the WSNPP and our aim is to provide Wesnoth players both new and old with guides to improve their gameplay to become one of the top players in Wesnoth.&lt;br /&gt;
&lt;br /&gt;
Also feel free to check out our Blog: &amp;quot;http://wsnpp.blogspot.com/&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Moving along, we plan on sharing my ideas, thoughts, theories, etc through weekly guides for everyone. There will be at least 1 guide for PWP and NWP per week&lt;br /&gt;
&lt;br /&gt;
There will be two types of guides that we will be making:&lt;br /&gt;
&lt;br /&gt;
* NWP - New Wesnoth Player guides&lt;br /&gt;
* PWP - Professional/Intermediate Wesnoth Player guides&lt;br /&gt;
&lt;br /&gt;
NOTE: With PWP guides we will assume you know most of the Wesnoth game mechanics.&lt;br /&gt;
&lt;br /&gt;
This will occur weekly and it will either be a NWP or PWP guide or both (depending on the time we have). Each guide will tackle different tactics, situations and the what to do and what not's and more. we will try to use diagrams or images to help you understand the explanation more and in some cases we might do videos in the future (This is still being discuessed).&lt;br /&gt;
&lt;br /&gt;
At any time feel free to add comment on my guides or add ideas and theories of your own. That said, we hope you all find our guides useful.&lt;br /&gt;
&lt;br /&gt;
Follow our blog for weekly updates.&lt;br /&gt;
&lt;br /&gt;
=== NWP Guides ===&lt;br /&gt;
&lt;br /&gt;
* '''Edition #1:''' [[Terrain you Pain]]&lt;br /&gt;
* '''Edition #2:''' [[ZOC]]&lt;br /&gt;
* '''Edition #3:''' [[Going Backwards]]&lt;br /&gt;
* '''Edition #4:''' [[Basic Build Orders]]&lt;br /&gt;
* '''Edition #5:''' [[Our love for villages]]&lt;br /&gt;
* '''Edition #6:''' [[Resistances]]&lt;br /&gt;
&lt;br /&gt;
=== PWP Guides ===&lt;br /&gt;
&lt;br /&gt;
* '''Edition #1:''' [[The Do's and Dont's of 2v2 Battles]]&lt;br /&gt;
* '''Edition #2:''' [[Auxiliary Build Orders]]&lt;br /&gt;
* '''Edition #3:''' [[Dynamic strategies; 1 plan failed, 100 more to go]]&lt;br /&gt;
* '''Edition #4:''' [[What use are bats?!?]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Team ===&lt;br /&gt;
&lt;br /&gt;
* '''WSNPP Director: - Sarom'''&lt;br /&gt;
* '''Guide Author: - Sarom'''&lt;br /&gt;
* '''Art Director: - Zaine'''&lt;br /&gt;
* '''FunChillWesnoth Podcasts - (yet to decide if we should do this)'''&lt;/div&gt;</summary>
		<author><name>Sarom</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WSNPP&amp;diff=40924</id>
		<title>WSNPP</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WSNPP&amp;diff=40924"/>
		<updated>2011-03-22T04:34:26Z</updated>

		<summary type="html">&lt;p&gt;Sarom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Wesnoth Strategy for New or Professional Players ==&lt;br /&gt;
&lt;br /&gt;
Hello all and welcome to '''Wesnoth Strategy for New or Professional Players'''. We are the WSNPP and our aim is to provide Wesnoth players both new and old with guides to improve their gameplay to become one of the top players in Wesnoth.&lt;br /&gt;
&lt;br /&gt;
Also feel free to check out our Blog: &amp;quot;http://wsnpp.blogspot.com/&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Moving along, we plan on sharing my ideas, thoughts, theories, etc through weekly guides for everyone. There will be at least 1 guide for PWP and NWP per week&lt;br /&gt;
&lt;br /&gt;
There will be two types of guides that we will be making:&lt;br /&gt;
&lt;br /&gt;
* NWP - New Wesnoth Player guides&lt;br /&gt;
* PWP - Professional/Intermediate Wesnoth Player guides&lt;br /&gt;
&lt;br /&gt;
NOTE: With PWP guides we will assume you know most of the Wesnoth game mechanics.&lt;br /&gt;
&lt;br /&gt;
This will occur weekly and it will either be a NWP or PWP guide or both (depending on the time we have). Each guide will tackle different tactics, situations and the what to do and what not's and more. we will try to use diagrams or images to help you understand the explanation more and in some cases we might do videos in the future (This is still being discuessed).&lt;br /&gt;
&lt;br /&gt;
At any time feel free to add comment on my guides or add ideas and theories of your own. That said, we hope you all find our guides useful.&lt;br /&gt;
&lt;br /&gt;
Follow our blog for weekly updates.&lt;br /&gt;
&lt;br /&gt;
=== NWP Guides ===&lt;br /&gt;
&lt;br /&gt;
* '''Edition #1:''' [[Terrain you Pain]]&lt;br /&gt;
* '''Edition #2:''' [[ZOC]]&lt;br /&gt;
* '''Edition #3:''' [[Going Backwards]]&lt;br /&gt;
* '''Edition #4:''' [[Basic Build Orders]]&lt;br /&gt;
* '''Edition #5:''' [[Our love for villages]]&lt;br /&gt;
* '''Edition #6:''' [[Resistances]&lt;br /&gt;
&lt;br /&gt;
=== PWP Guides ===&lt;br /&gt;
&lt;br /&gt;
* '''Edition #1:''' [[The Do's and Dont's of 2v2 Battles]]&lt;br /&gt;
* '''Edition #2:''' [[Auxiliary Build Orders]]&lt;br /&gt;
* '''Edition #3:''' [[Dynamic strategies; 1 plan failed, 100 more to go]]&lt;br /&gt;
* '''Edition #4:''' [[What use are bats?!?]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Team ===&lt;br /&gt;
&lt;br /&gt;
* '''WSNPP Director: - Sarom'''&lt;br /&gt;
* '''Guide Author: - Sarom'''&lt;br /&gt;
* '''Art Director: - Zaine'''&lt;br /&gt;
* '''FunChillWesnoth Podcasts - (yet to decide if we should do this)'''&lt;/div&gt;</summary>
		<author><name>Sarom</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=NWP:_Our_love_for_villages&amp;diff=40923</id>
		<title>NWP: Our love for villages</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=NWP:_Our_love_for_villages&amp;diff=40923"/>
		<updated>2011-03-22T04:33:30Z</updated>

		<summary type="html">&lt;p&gt;Sarom: Created page with ''''WSNPP: NWP #5 – Our love for villages'''  “Ahh villages. A place to rest, a place to get healed, a place to get booze, a place to get served by beautiful women and a place…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''WSNPP: NWP #5 – Our love for villages'''&lt;br /&gt;
&lt;br /&gt;
“Ahh villages. A place to rest, a place to get healed, a place to get booze, a place to get served by beautiful women and a place to get free cash every 4-6 hrs. What could be worse...” says a spearman. *That very night 6 Orcish worgs fell upon the village, killing the spearman with ease and took the village.*&lt;br /&gt;
&lt;br /&gt;
So what’s to learn from this? Well, simply that no matter how good a village is if you can’t defend it you can’t have it. Ta-Da? Have a medal if you figured that out Einstein.&lt;br /&gt;
&lt;br /&gt;
It is quite often that players take all the villages on their half of the map, fight the enemy in the middle of the map and find out that their income dropped by 20gp after a few turns. Why so? Well thanks to fog, you didn’t notice the 4 scouts running on the sides of the map whilst you were happily defeating your enemy’s army claiming 4 villages per turn.&lt;br /&gt;
&lt;br /&gt;
If this ever happens to you, it is pretty much Game Over unless you can somehow kill the enemy leader or retake your villages and your enemy’s to catch up in the economy race.&lt;br /&gt;
&lt;br /&gt;
Now just to clarify something, you should not station a unit on every village you own. This is a bad idea as it weakens your main force. It is alright to leave villages undefended so long as the enemy cannot pass your army. In some cases a scout or two may sneak past and start taking villages. Counter this by sending in one or two guys, possible your leader, to eliminate them and retake the villages.&lt;br /&gt;
&lt;br /&gt;
'''Next Edition – Edition #6:''' [[Resistances]]&lt;br /&gt;
&lt;br /&gt;
'''Previous Edition – Edition #4:''' [[Basic Build Orders]]&lt;br /&gt;
&lt;br /&gt;
'''Main Menu:''' [[WSNPP]]&lt;/div&gt;</summary>
		<author><name>Sarom</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=NWP:_Basic_Build_Orders&amp;diff=40829</id>
		<title>NWP: Basic Build Orders</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=NWP:_Basic_Build_Orders&amp;diff=40829"/>
		<updated>2011-03-16T20:44:51Z</updated>

		<summary type="html">&lt;p&gt;Sarom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''WSNPP – NWP #4: Basic Build Orders'''&lt;br /&gt;
&lt;br /&gt;
Welcome to our fourth edition of NWP. In this guide we’re going to discuss build orders at the start of the game. Before we move on just be aware that Build Orders depends on the map, what race your enemy is, what game type it is (2v2, FFA etc) and what your play style is, so just keep a note that this guide isn’t full proof.&lt;br /&gt;
&lt;br /&gt;
'''What is a build order?'''&lt;br /&gt;
&lt;br /&gt;
Well a build order is basically what you recruit, when you recruit and where you recruit. It is the basically a recruiting process that you will generally follow at the start of every single game you play.&lt;br /&gt;
&lt;br /&gt;
'''General layout'''&lt;br /&gt;
&lt;br /&gt;
In a Keep of 5 castles the basic build is 2 melee units (e.g fighters), 1 ranged unit (e.g archers), 1 scout (e.g bat/horsemen) and 1 support unit (e.g Healer/Mage). This is the basis, general and commonly used build by many players in every game type.&lt;br /&gt;
&lt;br /&gt;
Commonly some maps like '''‘Isar’s Cross’''' has only 4 castles to recruit on. In a Keep that only has 4 castles a basic build is 1 melee unit, 1 ranged unit, 1 scout and 1 support unit.&lt;br /&gt;
&lt;br /&gt;
'''First time, so what should I build?'''&lt;br /&gt;
&lt;br /&gt;
Well if you have played the tutorial, it shows you a basic build which is 2 Elven Fighters, 2 Elven Archers and 1 Elvish shaman. Of course in this tutorial you only have 3 different units to actually use and only 1 race as well (Elves in this case).&lt;br /&gt;
&lt;br /&gt;
'''A good build order at the start is generally as follows:'''&lt;br /&gt;
&lt;br /&gt;
'''5 Keep Castle Medium sized map:''' 1 scout, 2 melees, 1 ranged and 1 support&lt;br /&gt;
&lt;br /&gt;
'''4 Keep Castle Medium sized map:''' 1 scout, 1 melee, 1 ranged and 1 support&lt;br /&gt;
&lt;br /&gt;
'''5 Keep Castle Large sized map:''' 2 scouts, 1 melee, 1 ranged and 1 support&lt;br /&gt;
&lt;br /&gt;
'''4 Keep Castle Large sized map:''' 2 scouts, 1 melee and 1 ranged&lt;br /&gt;
&lt;br /&gt;
'''5 Keep Castle small sized map:''' 2 melees, 2 ranged and 1 support&lt;br /&gt;
&lt;br /&gt;
'''4 Keep Castle small sized map:''' 2 melees, 1 ranged and 1 support&lt;br /&gt;
&lt;br /&gt;
'''Auxiliary Keeps???'''&lt;br /&gt;
&lt;br /&gt;
Like I said at the beginning of the guide, build orders really depends on several factors however when we have more than 2 keeps on the battlefield, there is a set build order that mainly all the top players follow.&lt;br /&gt;
&lt;br /&gt;
Follow this link for more information: [[Auxiliary Build Orders]]&lt;br /&gt;
&lt;br /&gt;
That concludes this week’s guide.&lt;br /&gt;
&lt;br /&gt;
'''Next Edition – Edition #5:''' [[Our love for villages]]&lt;br /&gt;
&lt;br /&gt;
'''Previous Edition – Edition #3:''' [[Going Backwards]]&lt;br /&gt;
&lt;br /&gt;
'''Main Menu:''' [[WSNPP]]&lt;/div&gt;</summary>
		<author><name>Sarom</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=NWP:_Basic_Build_Orders&amp;diff=40828</id>
		<title>NWP: Basic Build Orders</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=NWP:_Basic_Build_Orders&amp;diff=40828"/>
		<updated>2011-03-16T20:44:23Z</updated>

		<summary type="html">&lt;p&gt;Sarom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''WSNPP – NWP #4: Basic Build Orders'''&lt;br /&gt;
&lt;br /&gt;
Welcome to our fourth edition of NWP. In this guide we’re going to discuss build orders at the start of the game. Before we move on just be aware that Build Orders depends on the map, what race your enemy is, what game type it is (2v2, FFA etc) and what your play style is, so just keep a note that this guide isn’t full proof.&lt;br /&gt;
&lt;br /&gt;
'''What is a build order?'''&lt;br /&gt;
&lt;br /&gt;
Well a build order is basically what you recruit, when you recruit and where you recruit. It is the basically a recruiting process that you will generally follow at the start of every single game you play.&lt;br /&gt;
&lt;br /&gt;
'''General layout'''&lt;br /&gt;
&lt;br /&gt;
In a Keep of 5 castles the basic build is 2 melee units (e.g fighters), 1 ranged unit (e.g archers), 1 scout (e.g bat/horsemen) and 1 support unit (e.g Healer/Mage). This is the basis, general and commonly used build by many players in every game type.&lt;br /&gt;
&lt;br /&gt;
Commonly some maps like '''‘Isar’s Cross’''' has only 4 castles to recruit on. In a Keep that only has 4 castles a basic build is 1 melee unit, 1 ranged unit, 1 scout and 1 support unit.&lt;br /&gt;
&lt;br /&gt;
'''First time, so what should I build?'''&lt;br /&gt;
&lt;br /&gt;
Well if you have played the tutorial, it shows you a basic build which is 2 Elven Fighters, 2 Elven Archers and 1 Elvish shaman. Of course in this tutorial you only have 3 different units to actually use and only 1 race as well (Elves in this case).&lt;br /&gt;
&lt;br /&gt;
'''A good build order at the start is generally as follows:'''&lt;br /&gt;
&lt;br /&gt;
'''5 Keep Castle Medium sized map:''' 1 scout, 2 melees, 1 ranged and 1 support&lt;br /&gt;
&lt;br /&gt;
'''4 Keep Castle Medium sized map:''' 1 scout, 1 melee, 1 ranged and 1 support&lt;br /&gt;
&lt;br /&gt;
'''5 Keep Castle Large sized map:''' 2 scouts, 1 melee, 1 ranged and 1 support&lt;br /&gt;
&lt;br /&gt;
'''4 Keep Castle Large sized map:''' 2 scouts, 1 melee and 1 ranged&lt;br /&gt;
&lt;br /&gt;
'''5 Keep Castle small sized map:''' 2 melees, 2 ranged and 1 support&lt;br /&gt;
&lt;br /&gt;
'''4 Keep Castle small sized map:''' 2 melees, 1 ranged and 1 support&lt;br /&gt;
&lt;br /&gt;
'''Auxiliary Keeps???'''&lt;br /&gt;
&lt;br /&gt;
Like I said at the beginning of the guide, build orders really depends on several factors however when we have more than 2 keeps on the battlefield, there is a set build order that mainly all the top players follow.&lt;br /&gt;
&lt;br /&gt;
Follow this link for more information: [[Auxiliary Build Orders (ABO)]]&lt;br /&gt;
&lt;br /&gt;
That concludes this week’s guide.&lt;br /&gt;
&lt;br /&gt;
'''Next Edition – Edition #5:''' [[Our love for villages]]&lt;br /&gt;
&lt;br /&gt;
'''Previous Edition – Edition #3:''' [[Going Backwards]]&lt;br /&gt;
&lt;br /&gt;
'''Main Menu:''' [[WSNPP]]&lt;/div&gt;</summary>
		<author><name>Sarom</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WSNPP&amp;diff=40827</id>
		<title>WSNPP</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WSNPP&amp;diff=40827"/>
		<updated>2011-03-16T20:35:12Z</updated>

		<summary type="html">&lt;p&gt;Sarom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Wesnoth Strategy for New or Professional Players ==&lt;br /&gt;
&lt;br /&gt;
Hello all and welcome to '''Wesnoth Strategy for New or Professional Players'''. We are the WSNPP and our aim is to provide Wesnoth players both new and old with guides to improve their gameplay to become one of the top players in Wesnoth.&lt;br /&gt;
&lt;br /&gt;
Also feel free to check out our Blog: &amp;quot;http://wsnpp.blogspot.com/&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Moving along, we plan on sharing my ideas, thoughts, theories, etc through weekly guides for everyone. There will be at least 1 guide for PWP and NWP per week&lt;br /&gt;
&lt;br /&gt;
There will be two types of guides that we will be making:&lt;br /&gt;
&lt;br /&gt;
* NWP - New Wesnoth Player guides&lt;br /&gt;
* PWP - Professional/Intermediate Wesnoth Player guides&lt;br /&gt;
&lt;br /&gt;
NOTE: With PWP guides we will assume you know most of the Wesnoth game mechanics.&lt;br /&gt;
&lt;br /&gt;
This will occur weekly and it will either be a NWP or PWP guide or both (depending on the time we have). Each guide will tackle different tactics, situations and the what to do and what not's and more. we will try to use diagrams or images to help you understand the explanation more and in some cases we might do videos in the future (This is still being discuessed).&lt;br /&gt;
&lt;br /&gt;
At any time feel free to add comment on my guides or add ideas and theories of your own. That said, we hope you all find our guides useful.&lt;br /&gt;
&lt;br /&gt;
Follow our blog for weekly updates.&lt;br /&gt;
&lt;br /&gt;
=== NWP Guides ===&lt;br /&gt;
&lt;br /&gt;
* '''Edition #1:''' [[Terrain you Pain]]&lt;br /&gt;
* '''Edition #2:''' [[ZOC]]&lt;br /&gt;
* '''Edition #3:''' [[Going Backwards]]&lt;br /&gt;
* '''Edition #4:''' [[Basic Build Orders]]&lt;br /&gt;
* '''Edition #5:''' [[Our love for villages]]&lt;br /&gt;
&lt;br /&gt;
=== PWP Guides ===&lt;br /&gt;
&lt;br /&gt;
* '''Edition #1:''' [[The Do's and Dont's of 2v2 Battles]]&lt;br /&gt;
* '''Edition #2:''' [[Auxiliary Build Orders]]&lt;br /&gt;
* '''Edition #3:''' [[Dynamic strategies; 1 plan failed, 100 more to go]]&lt;br /&gt;
* '''Edition #4:''' [[What use are bats?!?]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Team ===&lt;br /&gt;
&lt;br /&gt;
* '''WSNPP Director: - Sarom'''&lt;br /&gt;
* '''Guide Author: - Sarom'''&lt;br /&gt;
* '''Art Director: - Zaine'''&lt;br /&gt;
* '''FunChillWesnoth Podcasts - (yet to decide if we should do this)'''&lt;/div&gt;</summary>
		<author><name>Sarom</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WSNPP&amp;diff=40806</id>
		<title>WSNPP</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WSNPP&amp;diff=40806"/>
		<updated>2011-03-14T04:51:16Z</updated>

		<summary type="html">&lt;p&gt;Sarom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello all and welcome to &amp;quot;Wesnoth Strategy for New or Professional Players&amp;quot;. We are the WSNPP and our aim is to provide Wesnoth players both new and old with guides to improve their gameplay to become one of the top players in Wesnoth&lt;br /&gt;
&lt;br /&gt;
Also feel free to check out our Blog: &amp;quot;http://wsnpp.blogspot.com/&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Moving along, we plan on sharing my ideas, thoughts, theories, etc through weekly guides for everyone. There will be at least 1 guide for PWP and NWP per week&lt;br /&gt;
&lt;br /&gt;
There will be two types of guides that we will be making:&lt;br /&gt;
&lt;br /&gt;
- NWP - New Wesnoth Player guides&lt;br /&gt;
&lt;br /&gt;
- PWP - Professional/Intermediate Wesnoth Player guides&lt;br /&gt;
&lt;br /&gt;
NOTE: With PWP guides we will assume you know most of the Wesnoth game mechanics.&lt;br /&gt;
&lt;br /&gt;
This will occur weekly and it will either be a NWP or PWP guide or both (depending on the time we have). Each guide will tackle different tactics, situations and the what to do and what not's and more. we will try to use diagrams or images to help you understand the explanation more and in some cases we might do videos in the future (This is still being discuessed).&lt;br /&gt;
&lt;br /&gt;
At any time feel free to add comment on my guides or add ideas and theories of your own. That said, we hope you all find our guides useful. :eng:&lt;br /&gt;
&lt;br /&gt;
Follow our blog for weekly updates:&lt;br /&gt;
&lt;br /&gt;
*'''NWP Guides:'''&lt;br /&gt;
&lt;br /&gt;
'''Edition #1:'''[[Terrain you Pain]]&lt;br /&gt;
&lt;br /&gt;
'''Edition #2:'''[[ZOC]]&lt;br /&gt;
&lt;br /&gt;
'''Edition #3:'''[[Going Backwards]]&lt;br /&gt;
&lt;br /&gt;
'''Edition #4:'''[[Basic Build Orders]]&lt;br /&gt;
&lt;br /&gt;
'''Edition #5:'''[[Our love for villages]]&lt;br /&gt;
&lt;br /&gt;
*'''PWP Guides:'''&lt;br /&gt;
&lt;br /&gt;
'''Edition #1:'''[[The Do's and Dont's of 2v2 Battles]]&lt;br /&gt;
&lt;br /&gt;
'''Edition #2:'''[[Auxiliary Build Orders]]&lt;br /&gt;
&lt;br /&gt;
'''Edition #3:'''[[Dynamic strategies; 1 plan failed, 100 more to go]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Team:'''&lt;br /&gt;
&lt;br /&gt;
'''WSNPP Director: - Sarom'''&lt;br /&gt;
&lt;br /&gt;
'''Guide Author: - Sarom'''&lt;br /&gt;
&lt;br /&gt;
'''Art Director: - Zaine'''&lt;br /&gt;
&lt;br /&gt;
'''FunChillWesnoth Podcasts - (yet to decide if we should do this)'''&lt;/div&gt;</summary>
		<author><name>Sarom</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=NWP:_Basic_Build_Orders&amp;diff=40805</id>
		<title>NWP: Basic Build Orders</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=NWP:_Basic_Build_Orders&amp;diff=40805"/>
		<updated>2011-03-14T04:50:38Z</updated>

		<summary type="html">&lt;p&gt;Sarom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''WSNPP – NWP #4: Basic Build Orders'''&lt;br /&gt;
&lt;br /&gt;
Welcome to our fourth edition of NWP. In this guide we’re going to discuss build orders at the start of the game. Before we move on just be aware that Build Orders depends on the map, what race your enemy is, what game type it is (2v2, FFA etc) and what your play style is, so just keep a note that this guide isn’t full proof.&lt;br /&gt;
&lt;br /&gt;
'''What is a build order?'''&lt;br /&gt;
&lt;br /&gt;
Well a build order is basically what you recruit, when you recruit and where you recruit. It is the basically a recruiting process that you will generally follow at the start of every single game you play.&lt;br /&gt;
&lt;br /&gt;
'''General layout'''&lt;br /&gt;
&lt;br /&gt;
In a Keep of 5 castles the basic build is 2 melee units (e.g fighters), 1 ranged unit (e.g archers), 1 scout (e.g bat/horsemen) and 1 support unit (e.g Healer/Mage). This is the basis, general and commonly used build by many players in every game type.&lt;br /&gt;
&lt;br /&gt;
Commonly some maps like '''‘Isar’s Cross’''' has only 4 castles to recruit on. In a Keep that only has 4 castles a basic build is 1 melee unit, 1 ranged unit, 1 scout and 1 support unit.&lt;br /&gt;
&lt;br /&gt;
'''First time, so what should I build?'''&lt;br /&gt;
&lt;br /&gt;
Well if you have played the tutorial, it shows you a basic build which is 2 Elven Fighters, 2 Elven Archers and 1 Elvish shaman. Of course in this tutorial you only have 3 different units to actually use and only 1 race as well (Elves in this case).&lt;br /&gt;
&lt;br /&gt;
'''A good build order at the start is generally as follows:'''&lt;br /&gt;
&lt;br /&gt;
'''5 Keep Castle Medium sized map:''' 1 scout, 2 melees, 1 ranged and 1 support&lt;br /&gt;
&lt;br /&gt;
'''4 Keep Castle Medium sized map:''' 1 scout, 1 melee, 1 ranged and 1 support&lt;br /&gt;
&lt;br /&gt;
'''5 Keep Castle Large sized map:''' 2 scouts, 1 melee, 1 ranged and 1 support&lt;br /&gt;
&lt;br /&gt;
'''4 Keep Castle Large sized map:''' 2 scouts, 1 melee and 1 ranged&lt;br /&gt;
&lt;br /&gt;
'''5 Keep Castle small sized map:''' 2 melees, 2 ranged and 1 support&lt;br /&gt;
&lt;br /&gt;
'''4 Keep Castle small sized map:''' 2 melees, 1 ranged and 1 support&lt;br /&gt;
&lt;br /&gt;
'''Auxiliary Keeps???'''&lt;br /&gt;
&lt;br /&gt;
Like I said at the beginning of the guide, build orders really depends on several factors however when we have more than 2 keeps on the battlefield, there is a set build order that mainly all the top players follow.&lt;br /&gt;
&lt;br /&gt;
Follow this link for more information:&lt;br /&gt;
&lt;br /&gt;
That concludes this week’s guide.&lt;br /&gt;
&lt;br /&gt;
'''Next Edition – Edition #5:''' [[Our love for villages]]&lt;br /&gt;
&lt;br /&gt;
'''Previous Edition – Edition #3:''' [[Going Backwards]]&lt;br /&gt;
&lt;br /&gt;
'''Main Menu:''' [[WSNPP]]&lt;/div&gt;</summary>
		<author><name>Sarom</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=NWP:_Basic_Build_Orders&amp;diff=40804</id>
		<title>NWP: Basic Build Orders</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=NWP:_Basic_Build_Orders&amp;diff=40804"/>
		<updated>2011-03-14T04:49:05Z</updated>

		<summary type="html">&lt;p&gt;Sarom: Created page with '‘’’WSNPP – NWP #4: Basic Build Orders’’’  Welcome to our fourth edition of NWP. In this guide we’re going to discuss build orders at the start of the game. Before…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;‘’’WSNPP – NWP #4: Basic Build Orders’’’&lt;br /&gt;
&lt;br /&gt;
Welcome to our fourth edition of NWP. In this guide we’re going to discuss build orders at the start of the game. Before we move on just be aware that Build Orders depends on the map, what race your enemy is, what game type it is (2v2, FFA etc) and what your play style is, so just keep a note that this guide isn’t full proof.&lt;br /&gt;
&lt;br /&gt;
‘’’What is a build order?’’’&lt;br /&gt;
&lt;br /&gt;
Well a build order is basically what you recruit, when you recruit and where you recruit. It is the basically a recruiting process that you will generally follow at the start of every single game you play.&lt;br /&gt;
&lt;br /&gt;
‘’’General layout’’’&lt;br /&gt;
&lt;br /&gt;
In a Keep of 5 castles the basic build is 2 melee units (e.g fighters), 1 ranged unit (e.g archers), 1 scout (e.g bat/horsemen) and 1 support unit (e.g Healer/Mage). This is the basis, general and commonly used build by many players in every game type.&lt;br /&gt;
&lt;br /&gt;
Commonly some maps like ‘Isar’s Cross’ has only 4 castles to recruit on. In a Keep that only has 4 castles a basic build is 1 melee unit, 1 ranged unit, 1 scout and 1 support unit.&lt;br /&gt;
&lt;br /&gt;
‘’’First time, so what should I build?’’’&lt;br /&gt;
&lt;br /&gt;
Well if you have played the tutorial, it shows you a basic build which is 2 Elven Fighters, 2 Elven Archers and 1 Elvish shaman. Of course in this tutorial you only have 3 different units to actually use and only 1 race as well (Elves in this case).&lt;br /&gt;
&lt;br /&gt;
’’’A good build order at the start is generally as follows: ’’’&lt;br /&gt;
&lt;br /&gt;
’’’5 Keep Castle Medium sized map:’’’ 1 scout, 2 melees, 1 ranged and 1 support&lt;br /&gt;
&lt;br /&gt;
’’’4 Keep Castle Medium sized map: ’’’ 1 scout, 1 melee, 1 ranged and 1 support&lt;br /&gt;
&lt;br /&gt;
’’’5 Keep Castle Large sized map: ’’’ 2 scouts, 1 melee, 1 ranged and 1 support&lt;br /&gt;
&lt;br /&gt;
’’’4 Keep Castle Large sized map: ’’’ 2 scouts, 1 melee and 1 ranged&lt;br /&gt;
&lt;br /&gt;
’’’5 Keep Castle small sized map: ’’’ 2 melees, 2 ranged and 1 support&lt;br /&gt;
&lt;br /&gt;
’’’4 Keep Castle small sized map: ’’’ 2 melees, 1 ranged and 1 support&lt;br /&gt;
&lt;br /&gt;
‘’’Auxiliary Keeps???’’’&lt;br /&gt;
&lt;br /&gt;
Like I said at the beginning of the guide, build orders really depends on several factors however when we have more than 2 keeps on the battlefield, there is a set build order that mainly all the top players follow.&lt;br /&gt;
&lt;br /&gt;
Follow this link for more information:&lt;br /&gt;
&lt;br /&gt;
That concludes this week’s guide.&lt;br /&gt;
&lt;br /&gt;
’’’Next Edition – Edition #5:’’’ [[Our love for villages]]&lt;br /&gt;
&lt;br /&gt;
‘’’Previous Edition – Edition #3: ’’’ [[Going Backwards]]&lt;br /&gt;
&lt;br /&gt;
’’’Main Menu: ’’’ [[WSNPP]]&lt;/div&gt;</summary>
		<author><name>Sarom</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=NWP:_Terrain_you_Pain&amp;diff=40764</id>
		<title>NWP: Terrain you Pain</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=NWP:_Terrain_you_Pain&amp;diff=40764"/>
		<updated>2011-03-11T20:04:42Z</updated>

		<summary type="html">&lt;p&gt;Sarom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''WSNPP: NWP #1– Terrain you Pain'''&lt;br /&gt;
&lt;br /&gt;
Hello to new players of Wesnoth, this is the first ever NWP guide. In this guide we’re going to take a look at terrain and how it can affect your game play.&lt;br /&gt;
&lt;br /&gt;
'''Background:'''&lt;br /&gt;
&lt;br /&gt;
In every hex there is terrain. The whole map has landforms and masses and I will not elaborate on the Geography part of it. Now the terrain determines a unit’s defence or their dodge chance against attacks. This can vary on the type of unit, race and any bonuses for example: an Elf archer would have high defence in forests and low defence in deep water (70% in forests and 20% in shallow water) where as a merman is the total opposite (60% in shallow water, 20% on forests).&lt;br /&gt;
&lt;br /&gt;
'''The pain:'''&lt;br /&gt;
&lt;br /&gt;
Now I am not sure if this happens often to anyone but it does to me. Basically what happens is that you’re playing on a map you never played before, your opponent is playing elves and you’re playing a random race.&lt;br /&gt;
&lt;br /&gt;
You start the battle and you end up with Knagllans and guess what? Almost 90% of the map is dominated with forests. So your opponent already has that advantage, field advantage. This annoys me a lot and I’m sure it annoys you to. This can occur with randomised maps too although not often.&lt;br /&gt;
&lt;br /&gt;
'''What to do:'''&lt;br /&gt;
&lt;br /&gt;
Now there is no simple and easy counter to this disadvantage but you can change your build to adapt to the situation. So instead of recruiting dwarves, you just recruit footpads and gryphon riders or some other combination. Since footpads, poachers, gryphon riders and etc are excellent on that terrain type, the game becomes a little bit more balanced however you cannot effectively use the other half of your army, in this case it’s the dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Some Tactics:'''&lt;br /&gt;
&lt;br /&gt;
'''1)''' You can rush the enemy with a group of gryphon riders and quickly take out the enemy hero. (My rating – 6/10)&lt;br /&gt;
&lt;br /&gt;
'''2)''' Build footpads, poachers etc to push the opponent’s forces back whilst recruiting a few dwarves as support and to deal damage. (My rating – 8/10)&lt;br /&gt;
&lt;br /&gt;
'''3)''' Take the villages and slowly deprive your opponent of his/her income and then finish him/her off through sheer numbers. (My rating – 9/10)&lt;br /&gt;
&lt;br /&gt;
These would be the most common and easiest tactics to pull off. There are plenty of other ones, even crazy ones in my opinion but I do not recommend them.&lt;br /&gt;
&lt;br /&gt;
'''4)''' Sending your hero along with your army and taking over the enemy keep and recruiting there then sending the new recruits against the opponent’s leader. You can normally scare the leader off his keep by forcing him to heal on a village then overtaking the village.  (My rating – 6/10 Why? since your hero may die whilst travelling towards the keep and because the tactic can be easily countered.)&lt;br /&gt;
&lt;br /&gt;
'''Campaigns?:'''&lt;br /&gt;
&lt;br /&gt;
Now you may notice in campaigns that the same thing happens. You might have a scenario that is underground and you’re loyalists. Well, fortunately the objective is not totally against you so there shouldn’t be too much of a problem. Just recruit units that are ok or good on the type of terrain and quickly finish the objective.&lt;br /&gt;
&lt;br /&gt;
'''Next Edition - Edition #2:'''[[ZoC]]&lt;br /&gt;
&lt;br /&gt;
'''Main menu - '''[[WSNPP]]&lt;/div&gt;</summary>
		<author><name>Sarom</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WSNPP&amp;diff=40760</id>
		<title>WSNPP</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WSNPP&amp;diff=40760"/>
		<updated>2011-03-11T06:36:30Z</updated>

		<summary type="html">&lt;p&gt;Sarom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello all and welcome to &amp;quot;Wesnoth Strategy for New or Professional Players&amp;quot;. We are the WSNPP and our aim is to provide Wesnoth players both new and old with guides to improve their gameplay to become one of the top players in Wesnoth&lt;br /&gt;
&lt;br /&gt;
Also feel free to check out our Blog: &amp;quot;http://wsnpp.blogspot.com/&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Moving along, we plan on sharing my ideas, thoughts, theories, etc through weekly guides for everyone. There will be at least 1 guide for PWP and NWP per week&lt;br /&gt;
&lt;br /&gt;
There will be two types of guides that we will be making:&lt;br /&gt;
&lt;br /&gt;
- NWP - New Wesnoth Player guides&lt;br /&gt;
&lt;br /&gt;
- PWP - Professional/Intermediate Wesnoth Player guides&lt;br /&gt;
&lt;br /&gt;
NOTE: With PWP guides we will assume you know most of the Wesnoth game mechanics.&lt;br /&gt;
&lt;br /&gt;
This will occur weekly and it will either be a NWP or PWP guide or both (depending on the time we have). Each guide will tackle different tactics, situations and the what to do and what not's and more. we will try to use diagrams or images to help you understand the explanation more and in some cases we might do videos in the future (This is still being discuessed).&lt;br /&gt;
&lt;br /&gt;
At any time feel free to add comment on my guides or add ideas and theories of your own. That said, we hope you all find our guides useful. :eng:&lt;br /&gt;
&lt;br /&gt;
Follow our blog for weekly updates:&lt;br /&gt;
&lt;br /&gt;
*'''NWP Guides:'''&lt;br /&gt;
&lt;br /&gt;
'''Edition #1:'''[[Terrain you Pain]]&lt;br /&gt;
&lt;br /&gt;
'''Edition #2:'''[[ZOC]]&lt;br /&gt;
&lt;br /&gt;
'''Edition #3:'''[[Going Backwards]]&lt;br /&gt;
&lt;br /&gt;
'''Edition #4:'''[[Basic Build Orders]]&lt;br /&gt;
&lt;br /&gt;
*'''PWP Guides:'''&lt;br /&gt;
&lt;br /&gt;
'''Edition #1:'''[[The Do's and Dont's of 2v2 Battles]]&lt;br /&gt;
&lt;br /&gt;
'''Edition #2:'''[[Auxiliary Build Orders]]&lt;br /&gt;
&lt;br /&gt;
'''Edition #3:'''[[Dynamic strategies; 1 plan failed, 100 more to go]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Team:'''&lt;br /&gt;
&lt;br /&gt;
'''WSNPP Director: - Sarom'''&lt;br /&gt;
&lt;br /&gt;
'''Guide Author: - Sarom'''&lt;br /&gt;
&lt;br /&gt;
'''Art Director: - Zaine'''&lt;br /&gt;
&lt;br /&gt;
'''FunChillWesnoth Podcasts - (yet to decide if we should do this)'''&lt;/div&gt;</summary>
		<author><name>Sarom</name></author>
		
	</entry>
</feed>